Κυριακή 3 Μαΐου 2009

MD5 Animation iphone



I just finish the animation code ,added some texture support using code 
from this fantastic site 
http://iphonedevelopment.blogspot.com.The next step is the calculation of normals
and the lighting support .

Σάββατο 2 Μαΐου 2009

IPhone Development


One month ago I decided to join the hordes of the iphone dev cult ,listening to the  warcry
 "Get rich or die spamming" so  i bought a mac mini with 2 gigs of ram and a crappy intel graphics card.
I am in the final stages of finishing my first app (a small utility)
which is going to be published as soon as my enrollment will take place.In the mean time I ported some bits of the md5 doom 3 model loader into iphone and  it loads only the basic mesh geometry no animations or texturing .I havent tried it to a real iphone cause I am not registered yet and I do not have one (and its quite expensive).So these are the first results from the iphone simulator.


Σάββατο 3 Ιανουαρίου 2009

Happy new year


Happy new year to everyone.Lets hope the economy will be stabilized and that people WILL not loose their jobs ,everybody saw that happening in their work and some where unlucky enough
to be unemployed just before Christmass.Lets hope that the 'brains' in command will figure out a solution although I doubt about that.
Now for the bright side.
This is the first thread for the new year and i feel kinda happy since 
I did a lot of work on my doom3 level loader.Frustrum culling plus bsp -portal rendering included
thanks for the info I found on the following site
the guy did a great job and has very good comments explaining the bsp stuff  .Ive included depth 0f field and two models inside just to spice the things up.
Still the engine is verrry slow but ill fix the goddamn thing.The level is borrowed from the site mentioned before.


I try to load a proper doom3 level (ex alphalabs1 ) but i have some problems with the material files but ill figure it out.
The plan now is to include ssao for the level geometry and PCF shadowing .
Happy new year again

PS .I borrow a lot of assets from sites but I also mention where I am getting the stuff from if anybody is readin the threads and has any problem I ll remove the thread.

Κυριακή 23 Νοεμβρίου 2008

Depth of Field


I implemented the depth of field shader described in ATI 'Advanced Depth of field' paper which produces very nice results.





In this screenshot head and gun are blurred as they are closer to the camera.I would have much better results if I have a background to that  well maybe next time.

Σάββατο 22 Νοεμβρίου 2008

SSAO 2


fixed some bugs from the previus shader  and this is the last result .
If anybody is interested I can post the render monkey project.The above screenshot is from my dx10 engine.I have to admit I did a lot of stupid mistakes but what the hell this time i think and I hope also that the result is good (i think i said that before)

Δευτέρα 10 Νοεμβρίου 2008

SSAO Revisited


This is the follow up to the ssaoimage I posted in gamedev. I spend a lot of time for producing
a good result especially with depth values so instead I ve use normals.I think that there can be more than one implemantation and I know that this is not physically 100% correct but its nice.






Τετάρτη 1 Οκτωβρίου 2008

MD5 Model in DX10


I port my md5 loader code into my dx10 engine.I optimise it a little bit and I made a few modifications for example I calculate normal weights instead of recalculating all normals after creating an animated pose.Still I have to do the same thing for the tangents and as far as I know it has to be done the same way as the normals.This means I have to calculate the tangents from the bindpose vertices ,rotate them using the joint quaternion and then create the tangents weights and finally get their weight sums during the animation.