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JMichael

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Blog Comments posted by JMichael


  1. I think a combination of voxels for rough surfaces and polygon ray tracing for sharp reflections will provide the best results. Neither of them can really do both.

    The RTX approach is an extremely brute force method, and I think I can get better much performance with other means.

    It's kind of funny that right now we basically have a power struggle between engine developers and hardware manufacturers. I hope the GPU makers don't try to take over more in the future.


  2. Here is the code for creating a heat haze material:

        //Creaqte the material
        auto heathaze = CreateMaterial();
    
        //Make it see-through
        heathaze->SetTransparent(true);
    
        //Set the alpha component of the color to zero
        heathaze->SetColor(1, 1, 1, 0);
    
        //Apply a texture for the alpha mask. Even though the alpha color is set to zero, 
        //this will control the intensity of the refraction effect.
        heathaze->SetTexture(LoadTexture("Materials/FX/particle.dds"), TEXTURE_BASE);
    
        //Set the normal map
        heathaze->SetTexture(LoadTexture("Materials/FX/heathaze.dds"), TEXTURE_NORMAL);
    
        //Set the refractive index
        heathaze->SetRefractiveIndex(1.3);

     


  3. I have some really beautiful code highlighting added:
     

    #include "pch.h"
    #include "Project.h"
    
    int main(int argc, const char* argv[])
    {
        //Get the displays
        auto displays = ListDisplays();
    
        //Create a window
        auto window = CreateWindow(displays[0], L"", 0, 0, 1280, 720, WINDOW_CENTER | WINDOW_TITLEBAR);
    
        //Create a framebuffer
        auto framebuffer = CreateFramebuffer(window);
    
        //Create a world
        auto world = CreateWorld();
    
        //Create a camera
        auto camera = CreateCamera(world);
        camera->SetClearColor(0.125);
        camera->Move(0, 1, -3);
        camera->SetFOV(70);
    
        //Create light
        auto light = CreateLight(world, LIGHT_DIRECTIONAL);
        light->SetRotation(45, 35, 0);
    
        //Create ground
        auto ground = CreateBox(world, 10, 1, 10);
        ground->SetPosition(0, -0.5, 0);
    • Like 2

  4. I'm setting things up so that the consumer game engine company has a license to use the technology and is separate from the IP holding entity and the B2B VR business.

    I also have one more idea for a third application of this technology, in the game space.

    Valve would be an ideal buyer. If not them, maybe Oculus.

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