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Messages - lolz123

Pages: 1 [2] 3 4 ... 18
16
SFML projects / Re: Let There Be Light 2
« on: January 01, 2015, 02:55:50 am »
Yes, it is possible to detect if something is in the shadow.

17
SFML projects / Re: Let There Be Light 2
« on: December 19, 2014, 02:29:54 am »
Here it is! Keep in mind that it is NOT yet ready for use. But now you can see how it develops!

https://github.com/222464/LTBL2

18
SFML projects / Re: Let There Be Light 2
« on: December 19, 2014, 12:16:33 am »
Maybe I should adopt the "when it's doneā„¢" ;)

The first version I have now is very basic, but still heaps better than the original. The Kickstarter will come! The verification process takes some time. Also I had to make enough demos for there to be something to show in the video  ;D

I will upload it in the next 2 hours. For real!

19
SFML projects / Re: Let There Be Light 2
« on: December 06, 2014, 03:30:12 am »
@Grimshaw: A raw OpenGL version is planned!

20
SFML projects / Re: Let There Be Light 2
« on: December 05, 2014, 08:13:13 am »
Another progress shot!

Two new features are shown here. One is the requested ability to render light over occluders properly, and the other is the use of custom light textures.


21
SFML projects / Re: Let There Be Light 2
« on: December 04, 2014, 08:15:53 pm »
@Sub, Jabberwocky: Thanks!

@eXpl0it3r:

Quote
What can you give in return to your backers?

Other than the end result, I just have simple things planned, like animated gifs of names lit up by the lighting system.

Quote
Is your target audience enough big?

Well, if it isn't, then nothing is really lost, since it just falls through and nobody is charged. I also plan to add a lot more features then there currently are, hopefully making the project more attractive. Also keep in mind that I am not doing just the SFML version, but also a generic OpenGL version.

Quote
Do you have the time for all the paperwork and preparation?

Already done  ;) It's not so bad really.

22
SFML projects / Re: Let There Be Light 2
« on: December 04, 2014, 04:35:27 am »
I want to try Kickstarter, it should be ready by tomorrow! Then I can spend time adding all the features you guys want  ;)

Update screenshot:


23
SFML projects / Re: Let There Be Light 2
« on: November 30, 2014, 11:56:01 pm »
Quote
In case you need to generate some normal maps to test this functionality, I believe both CrazyBump and PixPlant have 30-day free trials.  Or you may just be able to find some free sample art from a google search.  Let me know if I can help with any of that.

Don't worry about that  ;) I have my own self-made normal map generator. I used it for my 3D engine. Also Gimp has a plugin for it as well, and it is quite good.

24
Hello Dee,

Quote
as I am asking about the status of dynamic lighting with SFML.

I don't know if you have seen this, but I am working on a remake of my original 2D dynamic shadows lighting system called Let There Be Light: http://en.sfml-dev.org/forums/index.php?topic=16895.0

Perhaps we can work together somehow and create the ultimate 2D lighting system!  8)

25
SFML projects / Re: Let There Be Light 2
« on: November 30, 2014, 06:29:45 am »
Progress shot of the day:



I used fallahn's tmx (Tiled) loader to load the map.
The tile set is from here: http://opengameart.org/content/platformer-tiles-4

26
SFML projects / Re: Let There Be Light 2
« on: November 30, 2014, 03:30:01 am »
Jabberwocky,

I have thought of doing that actually, specifically the last approach you suggested. I will add it, it shouldn't be too hard.

The codeless light types allow you to make things like spotlights and light beams and such without using code. It only requires texture work now. There are 2 kinds of emitters: Point and directional. From these you can make all the lights in the original LTBL quite easily and more.

Any other features you would like to see? I might actually run a kickstarter for this, depending on how many features I end up adding.

27
SFML projects / Let There Be Light 2
« on: November 29, 2014, 10:59:36 pm »
Hello everyone,

As I mentioned in the original LTBL thread, I am currently (finally) remaking LTBL with clean code, more features, higher performance, and greater ease of use. It now uses only SFML as a dependency.

New features include:
- Directional lights
- Codeless light types
- Antumbras
- Superior performance
- Transparency

Follow the repository here: https://github.com/222464/LTBL2

Demo available here: https://drive.google.com/file/d/0B2btNvgW7MHUQ0JfQTQ4ZndmNHc/view?usp=sharing



Here is an example of antumbra rendering so far (this was impossible in the original LTBL):


28
SFML projects / Re: SFML Light System - Let There Be Light
« on: November 29, 2014, 07:19:09 pm »
Hello Jabberwocky,

A similar feature already exists in the original LTBL. It will exist in LTBL2 as well.
On a hull, set m_renderLightOverHull to true. It will make hulls not become shadowed by their own shadow, but can receive shadows from other hulls.

This may not be quite what you are looking for, but I can add what you describe to LTBL2, it shouldn't be too hard.

29
SFML projects / Re: SFML Light System - Let There Be Light
« on: November 29, 2014, 07:48:55 am »
Hello everyone,

Due to the apparent demand for a 2D lighting system, I have started finally remaking LTBL, calling it LTBL2. With clean code, vastly superior performance, easier to use, CMake support, directional lights, dynamic quad tree root, and zoomable views that actually work. It also relies exclusively on SFML now. Furthermore, custom light types are super easy to do now (requires no code).

It should be done in 2 to 4 days. I will post here again when it goes up.

Edit: I forgot to add: It can render antumbras now. Here is an image of what that means :)


30
SFML projects / SFML GPU-CHTM
« on: November 11, 2014, 01:58:48 am »
Hello!

I have recently been working on some hierarchical temporal memory (HTM) stuff, and developed my own variant called continuous HTM (CHTM).

HTM is an algorithm for simulating the functions of the neocortex.

My CHTM implementation performs reinforcement learning (learning towards a goal). It runs entirely on the GPU using OpenCL.

I made a visualization of my CHTM using SFML's graphics system. It is essentially a volume renderer, composed of many stacked 2D slices. It doesn't use raw OpenGL, since I didn't need it (I wanted an orthographic projection).

Here is a video of the cortical tissue volume in action. It isn't shown in the video, but the system is learning to balance a pole.

https://www.youtube.com/watch?v=OrnYkTLqV6w

As usual, it is free open source software. It is available here: https://github.com/222464/ContinuousHTMGPU

For those who want to learn more about HTM, you can read the following paper: http://numenta.org/resources/HTM_CorticalLearningAlgorithms.pdf

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