New demo

Humus

Crazy coder
Veteran
A simply light trail technique to light up the dark for ya.

lighttrail.jpg


http://www.humus.ca/
 
Wow, kewl demos

If you just saw a spike in bandwidth... sorry, that was me downloading all your recent demos. The soft shadowing and the self-shadowing bumpmapping look awesome--you could give Carmack a run for his money.

I'll have to find some time to get back into 3D graphics--this shader stuff is getting interesting. About all I've done that isn't straight OpenGL 1.1 is use some extension or other to get a separate specular component (yeah, it was a couple of years ago). I attempted to add stencil shadows to my chess game awhile back, but could never get it to work right.

I think I visited your site a year or two ago but couldn't run much of anything since I had a Ti4200 at the time.
 
Nice and it seems to work "out of the box" on Geforce 6800 with ForceWare 61.77 for once :p

Think you could add some controls so we can tweak the parameters? As much as I like it and don't want to come across as insulting, I would really like to see this with a denser, harsher light trail.

(having played around with Far Cry HDR may have something to do with my insatiable thirst for saturated lighting effects :p)

EDIT: Hmmm, on second thought, maybe it is not working perfectly. The light trails I am seeing seem much more diffuse than in the screen shot. I also have banding on the candles. Normal?

Episode 4: A New Edit

In case psychic abilities are low, here are some screen shots of it running on a 6800. Second one shows the banding well.

 
wireframe said:
EDIT: Hmmm, on second thought, maybe it is not working perfectly. The light trails I am seeing seem much more diffuse than in the screen shot. I also have banding on the candles. Normal?

Episode 4: A New Edit

In case psychic abilities are low, here are some screen shots of it running on a 6800. Second one shows the banding well.


It looks a bit more diffuse yes, but the "banding" is expected. It's the model that's not perfect.
 
Re: Wow, kewl demos

Jeremy Stanley said:
you could give Carmack a run for his money.

I plan to. :p
No, not really. But I'm talking with an old friend from university about writing a real game. We've come pretty far in planning. Not sure if we'll actually complete it, but we're more enthusiastic than ever about the idea right now.
 
Re: Wow, kewl demos

Humus said:
Jeremy Stanley said:
you could give Carmack a run for his money.

I plan to. :p
No, not really. But I'm talking with an old friend from university about writing a real game. We've come pretty far in planning. Not sure if we'll actually complete it, but we're more enthusiastic than ever about the idea right now.

Genre? I'm not expecting you to spill all the beans, but what type of game are you interested in doing?
 
Humus said:
It looks a bit more diffuse yes, but the "banding" is expected. It's the model that's not perfect.

Ok, great :D

Any idea why it appears more diffuse? Any thoughts on letting us set the saturation and decay rate on the glow? You know, this could look really really (REALLY) cool with some blooming and perhaps a little more fiery, turbulent, and denser trails. I shall start begging for a part two of this demo called "torch" right now... ;) (torch...singular...more spectacular)
 
Humus said:
It looks a bit more diffuse yes, but the "banding" is expected. It's the model that's not perfect.

Add an extra ring of polygons near the edges (the top seems to have it already but dunno about the bottom) and turn smooth shading on, that should do it.
 
hmm, i'm not sure if i missed the update or not, but as of late (since the softshadows2 demo) i haven't been able to get then to run properly, on both a 9600 and my current 6800 all but the early demo's show only a black screen. on the 9600 i used the cat 4.5/6 and the omega 5.9.9.0, and for the 6800, i've used the 61.77's and the 66.81's. the 61.77's didn't allow me to run any ogl apps/games and the nalu demo refused to run, while the 66.81's fixed this) any suggestions to get humus's kick ass demo's running properly?
 
Re: Wow, kewl demos

Bouncing Zabaglione Bros. said:
Genre? I'm not expecting you to spill all the beans, but what type of game are you interested in doing?

We're thinking about doing some kind of multiplayer FPS game with a good deal of strategic elements.
 
wireframe said:
Any idea why it appears more diffuse? Any thoughts on letting us set the saturation and decay rate on the glow? You know, this could look really really (REALLY) cool with some blooming and perhaps a little more fiery, turbulent, and denser trails. I shall start begging for a part two of this demo called "torch" right now... ;) (torch...singular...more spectacular)

Looking at your screenshots again it appears that the actual flame is much less intense. That's probably also what makes the light trails less intense as well.
 
wireframe said:
In case psychic abilities are low, here are some screen shots of it running on a 6800. Second one shows the banding well.


On my GF6800 with the 66.81 driver, it looks the same. Comparing to the screen shot from Humus himself, it looks to me that the trailing effect is hardly visible or competely invisble.
 
you know, there's a REALLY easy way to get this effect in EVERY game... buy an LCD with 25ms refresh ;)
 
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