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Author Topic: WEEHEEEE oh, oh wait its dead, I thought it was dancing (CRE8OR NOTICE)  (Read 9234 times)
Bugtrooper
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« Reply #15 on: October 05, 2011, 01:23:44 am »

Great idea! I've tried the cre8or a while ago, but because the lots of bugs I gave it up. Also Polly looks like it's gone to never come out.
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Gyperboloid
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« Reply #16 on: October 05, 2011, 07:07:46 am »

Hmm, what bugs exactly ?

And cooldude234, will it have the ability to render scenes from anim8or with physics, like in cre8or, or it will be just for making games ?
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cooldude234
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« Reply #17 on: October 09, 2011, 12:20:10 am »

Oh yes, I really like that function, so I will try my best to make it support that. Which if I do get working I will add a few more stuff to it, maybe a function to set the capture rate, originally it just captured every frame, this could make it run faster.

And by bugs, yea there was a little too many. I actually have about 100 different cre8or projects, but because of the issues from cre8or, most of them became corrupted files, even from doing something as clicking a button could make this happen (which from a programers point of view, I really don't know how that would have been possible unless if you deliberately did that, or you were just too lazy or stupid). Only about 5 or so of my projects were actually posted on the forum because of that.

Currently I'm having issues running shaders on ATI cards (which GREATLY SUCK ARSE!!!). And unfortunately I can't really do anything about it. Its ATIs drivers, it won't support opengl 2.0 (needed for glsl shaders) on older cards from which Nvida's equivalent would be able to quite easily. So my laptop wont be able to things like lighting ect.
DUMB ATI!!!!

Also another issue I'm having is running my engine on other computers particularly using 7 64 bit.
Haven't tried vista yet, but the vista computer in my house is still 64 bit, so I cant really tell if its because its 64 bit if it doesn't work, or if its because of vista/7.
So what I'm going to do is make all my functions, classes, structures and methods for my engine, and try and worry about compatibility later.
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Water Music
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« Reply #18 on: October 09, 2011, 02:57:54 pm »

I'm running 7-64bit at home.  Let me know if you want me to test something out for you.
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cooldude234
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« Reply #19 on: October 09, 2011, 03:13:16 pm »

Thanks, I will have public alphas and betas for testing, when I get that far I will have it uploaded and people can download and test it on their machine.
First I have to get the rest of it done though.
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cooldude234
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« Reply #20 on: October 25, 2011, 03:26:49 am »

Well I kind of ran into some neat things, and some bad things...

One shading doesnt seem to work on ANY ati cards properly, and all non gaming machines, pretty much any machine that doesn't have a nvidia card with 1 gig or more of ram and made as of 2008 pretty much doesnt support anything higher than opengl 1.5 (which opengl 2.0 is needed for glsl)

So this may be more of a question to steve, meaning it probably will never be answered, but with the slight glimmering hope in me, I just, just hope it can be and will be answered.

Does anim8or use a fixed function pipeline for its shading, or does it actually use modern shaders?
For the for the renders built for anim8or (scanline and raytracer), do they use a predesigned shader program or are they using a customly written one?

Any other thoughts on how to get shading on machines using opengl between 1.1 and 1.5?
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cooldude234
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« Reply #21 on: October 25, 2011, 03:27:48 am »

P.S. OOH DO I EVER HATE ATI SO MUCH!!!
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Claude
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« Reply #22 on: November 01, 2011, 11:49:19 pm »

Scanline and raytracer  renderers are software only.Videocard
not used at all.
The Opengl renderer requires  2.0.So,it probably uses
GLSL.
In the viewport,to see all the implemented features,you need
Opengl version 1.4.Shaders are used. 1.4 is the first version supporting
shaders.It's an assembly type of language,but you can use the Cg compiler
to output a source.
Don't loose too much time on this,it's really outdated.
Get an Opengl 2.0 card.If you can afford it,3.0 or 4.0 would
be even better.

Hope this helps.
Bye
Claude
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cooldude234
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« Reply #23 on: November 02, 2011, 11:47:09 pm »

Well its not so much for my computer, my main computer handles opengl 4.0. Its more so about the people who don't have the computers that can use it.
My moms machine is only 2 years old and it can only run 1.5. Might be able to get to work on her machine using the arb functions, but not on older machines using ati.

I think I might now a method that can work without shaders at all. In theory it should but I haven't tried it out yet, nor do I know how fast it could run. If this theory of mine does work though, you could have the equivalent of shaders using opengl 1.1 on machines from year 2000.

right now about 30 minutes ago actually, I just got camera functions in for first person, third person and what ever view you need. Next, I might try and do some real time raytracing (I've only programed that in 2d before!)

P.S I know scanline and raytracer are software renderers, I just wanted to know how they were implemented. I thinking it might be possible to use it in the opengl pipe line system...
and I still really hate ati
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megapheesh
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« Reply #24 on: November 03, 2011, 02:40:55 pm »

really miss cre8or, I had entire worlds built and now they are lost  Cry   cant wait for an alpha or beta test !!!!

props for taking on this desperately needed project!
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cooldude234
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« Reply #25 on: November 04, 2011, 06:01:09 pm »

Well great news, part 1 of my theory works.
The new cre8or shall have....
BLUR effects!!!
and it also works on my laptop using opengl 1.1 so everything is good on that!
Now, on to part 2 of my theory.
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davdud101
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« Reply #26 on: November 05, 2011, 08:52:58 am »

By blur, would that include focal techniques? If so, that's SWEET! This project is pushing thourgh like a boat in water! Can't wait for the release!!!!
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cooldude234
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« Reply #27 on: November 06, 2011, 02:36:48 am »

So I was messing around with this technique and so far I have acquired, a global motion blur, a global Gaussian blur, a global zoom blur and a few other things that are not able to be described (some sort of distortion effects that I got from messing around with numbers).
Also, what I mean by global is that it effects the whole entire screen, but I'm hoping there is some blend effect that will allow me to use a depth map/ height map to pass transparency. That way you could easily generate a texture that has the closer objects whiter and the farther ones darker, so that the white space is blurred and the dark space isn't.

Anyways, I'm hoping to have some screenyshots posted soon. Just as a reminder, this is just the overall engine I'm working on right now, so there's still lots more to go, but other than that, I would have to agree, I'm getting allot further than I expected.
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cooldude234
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« Reply #28 on: November 07, 2011, 12:34:08 am »

Just tested out some joystick/controller compatibility stuff, and well...
I GOT CONTROLLERS TO WORK!!!!!!

Unfortunately you can only have up to 16 controllers at once (per machine( <-not foreshadowing there at all))
So, try not to have a party of 17 people, we don't want people feeling down cause of a limit of controllers.
 Wink
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cooldude234
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« Reply #29 on: November 10, 2011, 07:04:19 am »

Well I promised some screenshots, and I really don't want to break that promise, so here ya go!
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