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11855 Posts in 1569 Topics- by 3021 Members - Latest Member: taiserde

07. February 2012, 01:11:26 AM
Xith3D CommunityGeneral CategoryFeature Requests & Brilliant Ideas (Moderators: Marvin Fröhlich, 'n ddrylliog)Features to be Introduced with Xith 1.0
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kukanani
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« on: 21. September 2007, 03:25:56 PM »

Hey guys,

I suggest we take the initiative to get in those final few features that are needed before we bring out Xith 1.0:

-Shadows
-COLLADA animation support

-What else? (Looks like we're pretty close).

Maybe we should make a new forum category or section dedicated to this.  I suggest we outline the remaining steps needed for the things we have to do, and then everyone can take a section of the work they feel comfortable with.

Tell me what you guys think.
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Marvin Fröhlich
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« Reply #1 on: 21. September 2007, 04:04:58 PM »

Why not use this thread for this Wink?

Now where we have render-to-texture I will want to try to implement a GLSL based shadowing system the next days. This should be simpler than fixing the current (slow) shadowing system and which is also much better in quality.

One additional feature, that we need (in JAGaToo) is some kind of net-code to support multiplayer gaming. Amos said some weeks ago, that he wanted to sport Stratagem's net-code to JAGaToo.

And I will complete the ShooterDemo, for which I will complete the HUDConsole and the configurations menu (HUD) for input and graphics config, which will also be endendable for other config stuff.

Marvin
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Mathias 'cylab' Henze
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« Reply #2 on: 21. September 2007, 05:06:27 PM »

One additional feature, that we need (in JAGaToo) is some kind of net-code to support multiplayer gaming. Amos said some weeks ago, that he wanted to sport Stratagem's net-code to JAGaToo.

I would opt for an existing networking api binding.
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Marvin Fröhlich
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« Reply #3 on: 21. September 2007, 05:13:38 PM »

I would opt for an existing networking api binding.

Sure. If there is a good one, we should use it. Any links?

Marvin

EDIT: Of course a gaming net API should care about low network traffic and GC. This should be discussed in a separate thread.
« Last Edit: 21. September 2007, 05:25:53 PM by Marvin Fröhlich » Logged
Marvin Fröhlich
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« Reply #4 on: 21. September 2007, 06:16:11 PM »

Of course Mathias' Terrain implementation is an important thing to be finished for 1.0.

And we will need integrated QuadTree and OcTree solutions. Not sure, if they have to be dynamic.

Marvin
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Marvin Fröhlich
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« Reply #5 on: 21. September 2007, 06:31:22 PM »

Oh, not to forget the move to OpenMaLi's vecmath2, which will be done right after the next release.

And since XPAL currently depends on JOODE, we need JOODE to be fixed concerning collision normals and surface parameters.

Marvin
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kukanani
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« Reply #6 on: 13. December 2007, 03:46:45 AM »

We have vecmath2, shadows are close, Terrain is getting better, but net-code still has gone almost nowhere.  Marvin, you're in charge here, which net code should we use?

On another note:  I don't think there is support for image projection, decals, whatever youwant to call them.  This is what I mean, under the dwarf's feet:



Would this be hard to implement, easy, or what?  If someone can find a good procedure, I can try it...
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Marvin Fröhlich
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« Reply #7 on: 13. December 2007, 06:06:31 PM »

We have vecmath2, shadows are close, Terrain is getting better, but net-code still has gone almost nowhere.  Marvin, you're in charge here, which net code should we use?

Well, I do have quite precise ideas, how I would implement an own net-code. But Pandaemonium posted in the net-code thread, that he is trying out Mina, which he described as very promising. @Pandaemonium, how is the work going on?
Before I would start to implement a self-made net-code, which is virgin soil for me, I would prefer to use (and abstract) something like Mina, if it really does, what we need.

On another note:  I don't think there is support for image projection, decals, whatever youwant to call them.  This is what I mean, under the dwarf's feet:

...image...

Would this be hard to implement, easy, or what?  If someone can find a good procedure, I can try it...

Well, there is a TextureMode.DECAL, to be defined in TextureAttributes. Don't know, if that is, what we need. Never tried that one. I also thought about utilizing decals for simple shadows or model selection marks. Would be cool, to have that working. Could you try that out?

Marvin
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« Reply #8 on: 13. December 2007, 06:54:40 PM »

Please see my post under the net-code posting.
http://xith.org/forum/index.php/topic,631.15.html
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kukanani
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« Reply #9 on: 16. December 2007, 04:57:33 PM »

Please see my post under the net-code posting.
http://xith.org/forum/index.php/topic,631.15.html
Ok, cool.  I will await that eagerly Smiley

...Could you try that out?
Sure.
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kukanani
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« Reply #10 on: 16. December 2007, 06:52:04 PM »

Update:  It looks like TextureAttributes.DECAL only affects the color of the texture, not the projection policy.  What I'm kind of looking for is a texture "projection", like a slide projector.
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Marvin Fröhlich
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« Reply #11 on: 16. December 2007, 07:42:07 PM »

Update:  It looks like TextureAttributes.DECAL only affects the color of the texture, not the projection policy.  What I'm kind of looking for is a texture "projection", like a slide projector.

I know, what you mean and what you want. I just thought, this could be it, since DECALS are what you want Wink. I am a bit busy in the next days. It would help a lot, if you could find a good tutorial about how decals are realized in OpenGL.

Marvin
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Mathias 'cylab' Henze
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« Reply #12 on: 16. December 2007, 11:57:10 PM »

Decals are usually simply done by multitexturing. Kukani is after projected texture mappiing, which is strongly related to shadow rendering. A quick google search brought me a nvidia paper (http://developer.nvidia.com/object/Projective_Texture_Mapping.html) a c source (http://www.opengl.org/resources/code/samples/mjktips/projtex/index.html) and an GLSL example (http://www.ozone3d.net/tutorials/glsl_texturing_p08.php#part_8). Also this shadows tutorial (http://www.paulsprojects.net/tutorials/smt/smt.html) contains a secion about the texture projection.
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Marvin Fröhlich
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« Reply #13 on: 17. December 2007, 12:34:37 AM »

OK, then I actually misunderstood kukanani Smiley. Shouldn't the GLSLShadowMapping implementation do, what we need here when it finally works? btw. Mathias, Could you maybe have a look at it? I don't know, why the projected shadow image doesn'T have the correct scale. Maybe you see, what's going on there.

Marvin
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kukanani
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« Reply #14 on: 17. December 2007, 02:49:35 AM »

OK, then I actually misunderstood kukanani Smiley. Shouldn't the GLSLShadowMapping implementation do, what we need here when it finally works?
That's OK.  I guess I was a bit vague saying I wanted decals and actually wanting projection Smiley.  Yes, I think that the GLSL Shadowing will be fine.
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