Inferno
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popularity : 56% |
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added on the 2013-11-01 14:53:32 by Bartoshe |
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"Original shaders by iq/rgba and XTC95", what did you add barti? Still broken on OSX btw.
the background is raymarching, and the double-faces are meshes, the whole synchronised. My engine should play both OpenGL and Direct3D renderings, with possibilities to edit, script and add what you want through Dead Deer. What I've added ? The smoke effect and fire integration. But I would not say that I've made all the tricks, but the rendering is original. Maybe for some, raymarching is complicated, but I think it easy as the double-faces reflect the whole environment. I do not understand why you macosX can not run the .app ?, it's 10.6 minimal to run (leopard).
note: I used D3DCompile_46.dll renamed in D3DCompile_43.dll to speed up shaders compilation.
note: I used D3DCompile_46.dll renamed in D3DCompile_43.dll to speed up shaders compilation.
barti: on OSX it tells me I can't run this kind of program, and the info.plist says it's an iOS binary (same as last time). Check you've got it set for OSX, not iOS, and that the target architecture is x64 not ARM*.
psonice: it may work now. can you try it ?
:)
not working on osx 10.8
update with SDL 1.2.15, Infos.plist fixed.
okay. dead deer. maybe multiplatform for shaders. weird syntax tho. and the demoed shader is a "clone" and mod.
a nice "techdemo" if you want. but...
a nice "techdemo" if you want. but...
in fact, it takes me to adapt known shaders from shadertoy.com because it's the first time I can see shaders running on a machine. my last computer own a geforce630M and it's some kind of processing that is not supported. as learning really raymarching and adding the functionnalities to my software, this port was successful. 100ko more of code to enable the functionnalities !
shadertoy is an example of share, and my software is published with sources too. my software is pure made of my mind, even 3DSSMAX have "seen" through remote viewing (my *Chevrolet* artefact) to be upgraded.
I'm fed up with perverts that make thing abusing me, that abuse of my private life and say that they have licencing...I'm not ill mentally, it's just that people near me fall ill from this kind of acts.
shadertoy is an example of share, and my software is published with sources too. my software is pure made of my mind, even 3DSSMAX have "seen" through remote viewing (my *Chevrolet* artefact) to be upgraded.
I'm fed up with perverts that make thing abusing me, that abuse of my private life and say that they have licencing...I'm not ill mentally, it's just that people near me fall ill from this kind of acts.
added a pyramid in the background
is it possible to upload it in youtube?
final rendering. very interesting work, I could manage my HLSL and GLSL interpreter, and upgrade my software test stressing.
note that my HLL interpret pseudo code, and compile it for previous versions of shaders. finally, today I have nothing to do except adding a lighting bolt.
hello barti ! im' going to test it on town tomorow
see you
see you
Barti: the plist/exe format issue is fixed, but it's not loading the SDL framework:
Dyld Error Message:
Library not loaded: @rpath/SDL.framework/Versions/A/SDL
Referenced from: /Users/USER/Downloads/*/Inferno.app/Contents/MacOS/demo
Reason: image not found
Dyld Error Message:
Library not loaded: @rpath/SDL.framework/Versions/A/SDL
Referenced from: /Users/USER/Downloads/*/Inferno.app/Contents/MacOS/demo
Reason: image not found
psonice: can you rename the .app to demo.app and try it ?
psonice: new update...
I look to sdl macosx documentation and I've found an explanation, so it may work now but it seems that mouse movements are failing.
Still not working, but SDL probably loaded. Now it's libfreetype:
Quote:
Dyld Error Message:
Library not loaded: /usr/local/lib/libfreetype.6.dylib
Referenced from: /Users/USER/Downloads/*/demo.app/Contents/MacOS/demo
Reason: image not found
I've changed the path of all dylib I've added to the bundle and updated. I hope this time it works.
Nope, you missed one :D
Quote:
Dyld Error Message:
Library not loaded: /usr/local/lib/libogg.0.dylib
Referenced from: /Users/chris/Downloads/inferno-4/demo.app/Contents/Frameworks/libvorbis.0.dylib
Reason: image not found
libvorbis.0.dylib call libogg.0.dylib in usr/local/lib; I will see how to..
changing folders references in dylib. new update. tell me if it works now. thank you.
Well.. it runs :) But it's not working right. I see what looks like a badly textured sphere (with the camera inside it), no real 3D. The WASD keys seem to move, but it just animates the texture on the sphere.
your computer is years old or it's new ? thank you for your feedback anyway.
It's reasonable new (quad i7, radeon 6770, 8gb, OSX 10.9). It supports OpenGL 4.1, so there shouldn't be any issue..
10.6
I have a core2du(2007-2008)o with 1GB RAM for developping...it gives one picture every 5-10 seconds...
barti: on my box it's very, very fast (in fact there's a ton of tearing, vsync would be nice). But, it's not rendering right.
update. I can only see what it gives with opengl on windows and I fixes some rendering errors.
Ok, that fixes it! At least now it's 3D, I can see the landscape, faces and pyramid with light. And it's a lot slower than before, but still just about acceptable. I'm not sure it's completely right though, the rendering of the landscape is quite ugly (a lot more green than IQ's original, and the shading/texturing doesn't look right).
Well, now I've seen it: It's basically a test scene. IQ's landscape shader, plus some faces and the pyramid. It's good to see you making progress with this, but now go make something cool + new with it :)
Well, now I've seen it: It's basically a test scene. IQ's landscape shader, plus some faces and the pyramid. It's good to see you making progress with this, but now go make something cool + new with it :)
update with Direct3D 10 support. sources will come soon.
.
plays brilliantly on my 2011 iMac.
submit changes
if this prod is a fake, some info is false or the download link is broken,
do not post about it in the comments, it will get lost.
instead, click here !
Imagine a BSP tree accessible in vertex and pixel shaders, and you might get a cool raymarching possibility.