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PiratSS
21
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Joined: 18th Oct 2002
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Posted: 20th Nov 2004 18:55
I think there should be a demo of shaders and how they would look in fpsc. I am talking normal maps, parallax bump mapping, dot3, etc. It would be a very pleasing demo
Kentaree
21
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Joined: 5th Oct 2002
Location: Clonmel, Ireland
Posted: 20th Nov 2004 19:55
Shouldn't we just wait for any kind of demo first anyway?

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PiratSS
21
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Joined: 18th Oct 2002
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Posted: 21st Nov 2004 08:29
But a shader demo should be the first! Even U3 had it.
blanky
19
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Location: ./
Posted: 22nd Nov 2004 22:34
I hope custom vertex shaders are supported... I saw a tutorial on gamedev.net for a vertex shader that allowed full cel-shading, with inking and all... mm... cel-shading....

(Why do I even want to make a cartoon-style FPS?? Hmm...)

Shadow Robert
21
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 23rd Nov 2004 06:35
I have a feeling Shaders are a 'backburner' issue right now.
Personally I think it would be nice to see what they come up with, because a good Shader Material Engine would help.. but I very much doubt they'll got that route and decide to let you specify a Shader for a Material. Leaving it upto you to create or select from a bunch of generics.


IanM
Retired Moderator
21
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Joined: 11th Sep 2002
Location: In my moon base
Posted: 24th Nov 2004 07:05
Shaders are fluff. Almost every other part of development is more important at this point.

I would guess that a few initial shaders will be provided, but I certainly wouldn't expect anything near a full range.

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Richard Davey
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21
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Joined: 30th Apr 2002
Location: On the Jupiter Probe
Posted: 24th Nov 2004 08:08
Ian guesses right We'll have some base shaders for release and expand on this later.

"I am not young enough to know everything."
- Oscar Wilde
Shadow Robert
21
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Joined: 22nd Sep 2002
Location: Hertfordshire, England
Posted: 24th Nov 2004 08:40
Quote: "Shaders are fluff. Almost every other part of development is more important at this point."


Graphical Pipeline wise they're becomming more important.
This said for DBPs Graphics pipeline to extend properly they'd need to recode quite a bit of the engine ^_^


Peter H
20
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Joined: 20th Feb 2004
Location: Witness Protection Program
Posted: 24th Nov 2004 09:16
Quote: "Shaders are fluff"

but very nice fluff

"We make the worst games in the universe."

Chris K
20
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Location: Lake Hylia
Posted: 26th Nov 2004 02:14
Almost like candyfloss.
Coldnews
19
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Joined: 16th Nov 2004
Location: Liverpool
Posted: 26th Nov 2004 04:44
mmmmmmmmmmm.... candy.. *does a Homer-esque gargle*

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