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JMichael

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Posts posted by JMichael


  1. A solution I am exploring to handle large-scale polygon and voxel raytracing led me to a design that does some similar things to this, actually. The point is the raytracing capabiilities, but the ability to stream in high-resolution data is an accidental side effect. I don't think anyone here will be able to utilize this type of thing because the art requirements would be monstrous, and the reason I am doing it is for raytracing, not something that can be easily replicated with tessellation, but something like this in the future isn't off the table.

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  2. In the new engine, special water shaders will only require you morph the vertex positions and surface normal and color, because the raytracing system already handles reflection on everything, so it can just use that without requiring any specialized code.

    There's also refraction on all transparent surfaces, so you can just use that.

    Water used to be a highly specialized system but now all surfaces are being drawn with the same properties.


  3. 20 minutes ago, Marcousik said:

    To come back to the titel question, "How can I get the area where two objects intersect?"

    Does anybody knows anything about communication between shader and script variables?

    For example: the water level is now moving because the waves; until now I checked in script the position.y of the player to determine if we nead to hear a splash sound as foot step instead of the common footstep sound. But now seems difficult because the water is not constant anymore. Any idea on this???

    Send your information one way from the CPU to the shaders.


  4. I am still flexible on this if a good level designer comes along that I find inspiring. Maybe that will happen when the new engine is released. I'm happy to focus on the code. I think everything will look good with the new raytracing system.


  5. If this is what you are trying to do, it looks to me like it is a combination of:

    • Apply a color when the Z component of the normal is near zero (edges).
    • Apply a color when underlying depth value is near the current draw Z position. It looks like a screenspace depth effect, which is why the effect is abruptly cut off on the left side of the box in the foreground.

    shaderforcefieldsimple.png

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