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Luminaire **Closed - No download**

#101 User is offline   AVataRR 

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Posted 22 August 2005 - 02:09 PM

haha, I just love love that answer! "Your computer sucks"

Hay GearGOD, when you released the first lighting engine, you said I could post that on my website, sheepsheet.com. Can I please post this one too? (It'll replace the old one)
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#102 User is offline   GearGOD 

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Posted 22 August 2005 - 02:26 PM

Sure.
I'm going to put up a page with a list of all my stuff soon... It's getting out of hand trying to track everything and most users don't even know of some of the stuff I have laying around.
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#103 User is offline   AVataRR 

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Posted 23 August 2005 - 11:59 AM

here you go dude:

http://www.sheepsheet.com/cgi-bin/baaa.py?...id=gg_luminaire

and it was up on the exact same day that the new, dynamic, sheepsheet.com was launched. :)
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#104 User is offline   DesertFox 

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Posted 14 September 2005 - 01:28 PM

To bring up an amazing thing...

This is really, really nice.

This post has been edited by DesertFox: 14 September 2005 - 01:28 PM

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#105 User is offline   pardon_me 

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Posted 27 September 2005 - 03:27 PM

GearGod, how can I make a kind of omnipresent light in a room. A single light that lights the whole room equally. Also, will you be willing to post the code for the bloom lighting example that you made? Thanks.
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#106 User is offline   grandhighgamer 

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Posted 27 September 2005 - 03:38 PM

pardon_me, on Sep 27 2005, 03:30 PM, said:

GearGod, how can I make a kind of omnipresent light in a room. A single light that lights the whole room equally. Also, will you be willing to post the code for the bloom lighting example that you made? Thanks.
<{POST_SNAPBACK}>

Dont use lighting? (equally lighted) and he cant because the code is part Yourselfs (former global moderator).
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#107 User is offline   GearGOD 

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Posted 27 September 2005 - 04:05 PM

pardon_me: You can either make a light with a very large radius and disable shadows for it, or you can set the ambient light colour to something other than black. As for the bloom filter, I don't have a real working version. What the earlier demos showed was a proof of concept rather than fully usable system - I have yet to write one.
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#108 User is offline   rokker72 

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Posted 28 September 2005 - 12:39 PM

GearGOD it's very impressive... I spent a day to understand the way it works (I think I understand 70/80% <_< )... very good!!!!

Great job!!!! :blink:
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#109 User is offline   pardon_me 

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Posted 28 September 2005 - 12:40 PM

grandhighgamer: Wow, that's a great idea. Include luminaire and don't use lighting...brilliant idea.

GearGod: thanks, i'm currently developing a game that uses your lighting engine for almost all of the effects.
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#110 User is offline   pardon_me 

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Posted 04 October 2005 - 02:58 PM

GearGod, another question. How can my GUI (health counters..etc.) be not affected by the lighting?

*EDIT*

And also, how did you make those cool red light trails in FreeBall?

This post has been edited by pardon_me: 05 October 2005 - 01:58 AM

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#111 User is offline   JJProductions 

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Posted 04 October 2005 - 10:17 PM

Step by Step:
1. Disable Lights
2. Disable Shadows
3. Draw the GUI
4. Enable Lights
5. Enable Shadows

It would be something like:
disable_lights_script_here();
disable_shadows_script_here();
omg_draw_the_gui_script();
enable_lights_script_here();
enable_shadows_script_here();

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#112 User is offline   GearGOD 

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Posted 06 October 2005 - 02:35 PM

Quote

GearGod, another question. How can my GUI (health counters..etc.) be not affected by the lighting?

Set its depth to -1 relative to the controller object. I don't remember but i think it's set at -1000, so -1001. Check that =)

And they're no where nearly as cool as I wanted them to be, but it's all I can do right now.
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#113 User is offline   Norrox 

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Posted 06 October 2005 - 03:03 PM

Hey, Really nice engine.. :)

This is my specs!

AMD Sempron 3000+
1024 DDR
ATI Radeon 9600 XT

Room0 ran in around 50 fps.
Room1 ran in around 50 fps.
Room2ran in around 150 fps.
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#114 User is offline   GearGOD 

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Posted 16 October 2005 - 08:47 AM

This isn't worth a sepparate thread, but here is the only dynamic shadow casting system in GM that i'm aware of. I've seen at least two demos that offered shadows, but they either had them mathematically incorrect, or lacked shape complexity. This will work on any convex poly, and you can use several to create concave shapes. It also has a 'smart light' which renders them to it's own surface, which can be adapted to cooperate with Luminare, or Dark Light as part of rendering pipeline, to allow for proper shadow casting lights. The price is speed, and lack of soft shadows. Read the damned game info file.
Posted Image
[download]

This post has been edited by GearGOD: 16 October 2005 - 08:48 AM

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#115 User is offline   JJProductions 

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Posted 16 October 2005 - 03:14 PM

GearGOD, on Oct 16 2005, 03:50 AM, said:

This isn't worth a sepparate thread, but here is the only dynamic shadow casting system in GM that i'm aware of. I've seen at least two demos that offered shadows, but they either had them mathematically incorrect, or lacked shape complexity. This will work on any convex poly, and you can use several to create concave shapes. It also has a 'smart light' which renders them to it's own surface, which can be adapted to cooperate with Luminare, or Dark Light as part of rendering pipeline, to allow for proper shadow casting lights. The price is speed, and lack of soft shadows. Read the damned game info file.
Posted Image
[download]
<{POST_SNAPBACK}>

That has to be the fastest one yet.
Great job.
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#116 User is offline   fasteddy_jones 

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Posted 16 November 2005 - 12:21 AM

Hi, I just downloaded Luminaire and i get this:
surface_set_target(lightBuffer)
and some other errors.

Can you tell me why?
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#117 User is offline   pardon_me 

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Posted 05 December 2005 - 12:44 PM

GearGOD, my game hangs when the character's coordinates are quickly changed. Example, the characters coordinates are 10,10 (x,y), then the character dies and is spawned at 120,120. The game suddenly hangs, so I tried to remove the l_controller from the game and it suddenly worked! Any comments on this?
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#118 User is offline   no one 

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Posted 20 February 2006 - 05:14 PM

i know its kind of a dead topic but i had a question...
a ) your lighting system is awesome, very good job
b ) in my game, it runs at a solid 60 fps, but the second i enable views, it drops to 17 (shadows are not enabled). why? views are a vital part of the game and if the game is going to drop that badly i need to find a solution.
thank you.
also, if the room is at 640 x 480 (for testing purposes) without views it runs fine, and at 800x600 the fps drop to 18-19.

This post has been edited by no one: 20 February 2006 - 05:16 PM

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#119 User is offline   GearGOD 

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Posted 21 February 2006 - 06:10 AM

There is no such flaw in the system itself. Check the rest of your code.
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#120 User is offline   no one 

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Posted 21 February 2006 - 05:01 PM

ive checked and compared it to the demo, and cant find anything that would do that (thena gain the demo runs around 20 fps as well, so techincally my game is behaving the way it should).
but why would a view being enabled or disabled have such drastic effect? or even the size of the surface?
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