Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Geek Culture / fun challenge : Can you remake this effect without shaders?

Author
Message
geecee3
20
Years of Service
User Offline
Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 30th Jan 2008 22:44
hello,

i made a small effect a while ago without shaders, it seems to baffle a few people but others have sussed its simplicity, can you? and can you remake it? beter still, can you make it cooler?

http://members.thegamecreators.com/geecee3/programs/volshad.zip

no screenies, you have to see it in action. liberate the file from the link then go for it, its much simpler than you think. and move the mouse about a bit if you do download it.

cheers and have fun, grant.

Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.
Profit
18
Years of Service
User Offline
Joined: 19th Feb 2006
Location: United States
Posted: 30th Jan 2008 22:50
That looks really neat!


Thanks BiggAdd!
common people are walking in line.
Agent Dink
20
Years of Service
User Offline
Joined: 30th Mar 2004
Location:
Posted: 30th Jan 2008 23:06
Dude, that effect is great! That's without shaders? Argh I must know how it's done!

NeX the Fairly Fast Ferret
19
Years of Service
User Offline
Joined: 10th Apr 2005
Location: The Fifth Plane of Oblivion
Posted: 30th Jan 2008 23:29
It looks to me as if you are rendering the scene twice - once as a background, and then again to test where the cube thing is. You then blend the second image onto the first about twenty times, using an increasing scale for each one, thereby creating the impression of a light ray coming from the centre of the screen.

I've done it myself before, although nowhere near as impressively.

[href: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8]Test[/href]
Preston C
21
Years of Service
User Offline
Joined: 16th May 2003
Location: Penn State University Park
Posted: 30th Jan 2008 23:49 Edited at: 30th Jan 2008 23:57
The only thing I can come up with are stencil volumes, with some kind of culling, used to multiply the glow texture to black based on where the volume is, which is rendered on top of the scene with additive blend, with a varying alpha to replicate the flickering, to simulate the object blocking the brighter light...

But you said simple, and without shaders, and that's as simple as my brain will come up with at the moment, and doing it without shaders in DBP would be quite the hassle last I checked.



AMD Opteron 185 2.6 Ghz | 2 GB RAM | 8800 GTS 640MB | Vista Home Premium
geecee3
20
Years of Service
User Offline
Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 31st Jan 2008 00:07
rendering 20 ovelays is a fillrate stinger, there are 55 levels of zoom here at less overhead than 20. close.

cheers, grant.

Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.
spooky
22
Years of Service
User Offline
Joined: 30th Aug 2002
Location: United Kingdom
Posted: 31st Jan 2008 00:11
Very cool effect and really quite simply when you think about it.

Here's how it's done:



Boo!
NeX the Fairly Fast Ferret
19
Years of Service
User Offline
Joined: 10th Apr 2005
Location: The Fifth Plane of Oblivion
Posted: 31st Jan 2008 00:11
Cruel, cruel person.

[href: http://forum.thegamecreators.com/?m=forum_view&t=121881&b=8]Test[/href]
Grandma
18
Years of Service
User Offline
Joined: 26th Dec 2005
Location: Norway, Guiding the New World Order
Posted: 31st Jan 2008 00:17
Quote: "beter still, can you make it cooler?"


I doubt that.

Much reverence my good man, i am also interested in obtaining the knowledge to complete the necessary steps for the creation of such an effect, thank you.

This message was brought to you by Grandma industries.

Making yesterdays games, today!
geecee3
20
Years of Service
User Offline
Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 31st Jan 2008 00:25
i guess the project file is in order, then you can all laugh at how simple it is, it might also open up a few minds to the power of mixing images in different ways.

i'll post the source when i get home tomorrow.

Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.
Digital Awakening
AGK Developer
22
Years of Service
User Offline
Joined: 27th Aug 2002
Location: Sweden
Posted: 31st Jan 2008 11:14
WOW! That was very impressive. Looking forward to see how it's done

[center]
CREATE games with ease! NO programming required!
WIP
ionstream
20
Years of Service
User Offline
Joined: 4th Jul 2004
Location: Overweb
Posted: 31st Jan 2008 15:50
Would it be something like rendering the stencil buffer to a texture to get a nice silhouette of the background flair, then smear each pixel away from the center of the flare and render that to the window?

Drink Pepsi!
Fallout
22
Years of Service
User Offline
Joined: 1st Sep 2002
Location: Basingstoke, England
Posted: 31st Jan 2008 16:02
Ahh. I know what this technique is called - BIG FAT LIAR TECHNIQUE!!!


geecee3
20
Years of Service
User Offline
Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 1st Feb 2008 16:31
here's the project file, nex was the closest with his way of doing it, he simply missed the bit that makes it far more efficient. i had done it the same way originally but the excessive banding and lack of depth made it look ugly, the solution was to render a stack of plains that would give virtual interpolation. on another stack, simple.

i look forward to this being messed with and seeing what other simple yet cool things people make from it or are inspired to make from it.

i read something not long ago lee said in one of the newsletters, he simply said keep it simple. and you know what, he's right.

teh file link

http://members.thegamecreators.com/geecee3/source/zoom_shadow.zip

cheers, grant.

Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.
geecee3
20
Years of Service
User Offline
Joined: 25th Feb 2004
Location: edinburgh.scotland.
Posted: 1st Feb 2008 16:35
yes i will drive that word into your brain, simple

lol

Ohd Chinese Ploverb say : Wise Eskimo, not eat yerrow snow.
NeX the Fairly Fast Ferret
19
Years of Service
User Offline
Joined: 10th Apr 2005
Location: The Fifth Plane of Oblivion
Posted: 1st Feb 2008 16:51
I did actually consider that you might do it that way; I just thought it too hard to explain and didn't bother.

Kentaree
22
Years of Service
User Offline
Joined: 5th Oct 2002
Location: Clonmel, Ireland
Posted: 1st Feb 2008 17:09
Preston C
21
Years of Service
User Offline
Joined: 16th May 2003
Location: Penn State University Park
Posted: 1st Feb 2008 18:18 Edited at: 1st Feb 2008 21:15
I can't manage to get it running after converting it to C++ w/DGDK, just get a black screen, but the effect is running fine in DBPro.

I switched the object and textures, bumped up the number of planes for the effect, and increased the camera texture resolution. Attached an image of the result.

It looks quite nice. Good job Geecee3.

[Edit] Got it working in GDK. Need the Beta Upgrade to run in properly.





AMD Opteron 185 2.6 Ghz | 2 GB RAM | 8800 GTS 640MB | Vista Home Premium

Attachments

Login to view attachments

Login to post a reply

Server time is: 2024-11-19 19:26:13
Your offset time is: 2024-11-19 19:26:13