Electronic Gilgamesh

عزيزي الزائر كما هو واضح بأنك زائر للمنتدى لذى نود ان ندعوك الى الدخول ان كانت لديك عضوية او التسجيل في المنتدى نتشرف بتواجدك معنا حيث المعلومة الجديدة والدروس التعليمية الحصرية
Electronic Gilgamesh

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    الجزء الخامس من النشرة الدورية 72 للموقع العالمي 3DS GAME CREATOR

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    كلكامش الألكتروني
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    عدد الرسائل : 186
    العمر : 30
    تاريخ التسجيل : 11/11/2008

    الجزء الخامس من النشرة الدورية 72 للموقع العالمي 3DS GAME CREATOR

    مُساهمة من طرف كلكامش الألكتروني في الخميس يناير 22, 2009 8:00 pm

    Leadwerks Engine Update




    Screen-space Ambient Occlusion



    Leadwerks Engine 2.2 will be released in January. The update will be available to all TGC Leadwerks Engine customers. Version 2.2 will feature the following:

    • Improved post-processing effects.
    • 3D ocean waves with buoyancy physics.
    • Vehicle physics.
    • Greater compatibility with ATI hardware.
    • Improved speed.




    Learning Library


    You can now find more than 5 hours of tutorials, oriented towards anyone using the engine with C and C++. Click here to view them now. The topics covered include deferred lighting, camera controls and mesh creation. You will also discover how to implement physics bodies, create convincing materials and introduce particles into the pool of effects at your disposal.
    [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
    Odyssey-Creators update for 2009



    by Frédéric Cordier


    2009 will see the introduction of some new applications from Odyssey-Creators, as well as updates to our existing range. Firstly though, we would like to announce that our established and well-loved software 3DMapEditor will become free for everyone. Look out for this soon.
    2009 will see the arrival of a new DarkBASIC Professional plugin dedicated to 2D/3D game development with a set of commands never seen in DarkBASIC Professional before, we hope to release it in the middle of 2009. We also anticipate the release of a full 2DMapEditor in mid-2009, which will be compatible with DarkBASIC, DarkBASIC Professional, and PureBASIC amongst others. This editor will allow you to create multi-layer 2D Maps with precalculated light effects. It will provide source code to load and display these maps in the different programming languages.
    The third product Odyssey-Creators are working on is PurePLUGIN Pro. This product should be released early in 2009. It's an improved version of PurePLUGIN (which will become PurePLUGIN Basic) that will allow you to create third party DLLs for DarkBASIC Professional without the need for the PurePLUGIN.DLL file.
    Concerning our other products, we'll be releasing upgrades for eXtends, X-Quad Editor and 2DPluginKIT to improve these products as soon as possible. I hope this news is enough to keep you all interested and I wish you all a happy and prosperous new year 2009![ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
    Lee's Tip of the Month - Fading Fast





    We are going to take a quick look at a technique called 'Level Of Detail', or as we say in 3D circles, LOD. LOD is the method by which we reduce the amount of detail sent to the graphics card as an object moves into the distance so we can get more speed in our game. You get more speed because the fewer polygons you need to render the quicker you can finish rendering the scene, and the more scenes you can draw in a second, which means faster, smoother gameplay.
    Implementing LOD is relatively simple. You create three or four models, each one using fewer polygons than the last so you might have 4000, 2000, 1000 and 500 being the least detail which will be used when the model is drawn in the distance. In fact, the code is so simple I can show it here:LOAD OBJECT "highest.dbo",1
    LOAD OBJECT "high.dbo",2
    LOAD OBJECT "med.dbo",3
    LOAD OBJECT "low.dbo",4
    DO
    Â CONTROL CAMERA USING ARROWKEYS 0,1,2
    Â dx#=OBJECT POSIITON X(1)-CAMERA POSITION X()
    Â dz#=OBJECT POSIITON Z(1)-CAMERA POSITION Z()
    Â DISTANCE#=SQRT(ABS(dx#*dx#)+ABS(dz#*dz#))
    Â FOR N=1 to 4 : HIDE OBJECT n : NEXT n
    &Acirc; IF DISTANCE#<500
    &Acirc; SHOW OBJECT 1
    &Acirc; ELSE
    &Acirc; IF DISTANCE#<1000
    &Acirc; SHOW OBJECT 2
    &Acirc; ELSE
    &Acirc; IF DISTANCE#<1500
    &Acirc; SHOW OBJECT 3
    &Acirc; ELSE
    &Acirc; SHOW OBJECT 4
    &Acirc; ENDIF
    &Acirc; ENDIF
    &Acirc; ENDIF
    LOOP
    Replace the filenames with some model files you can load, and you will be able to see the model change to the appropriate version of the model based on your distance.
    So ten minutes later you have added LOD to your game (at least for one model), and a whole pile of new art for your artist to create (which I am sure he will thank you for). There are even quicker ways to create this LOD trick, but the above serves as a good example for explanation purposes.
    The above however is not the object of my tip this month. I want to go a stage further and introduce the concept of alpha blend fading. You see the problem with the above trick is the traditional 'popping' visual you get as the object suddenly looses half its polygons right in front of your eyes. You can hide the effect behind nearer objects, but sooner or later your game players are going to notice this constant popping as you move nearer and further from these objects. The solution is to smooth the transition from one object to the other using a technique called alpha blending, which we will look at now.
    In itself, the code for this is also straight forward. The following smoothly blends one object to another over the course of one second:SYNC ON
    SYNC RATE 60
    MAKE OBJECT CUBE 1,100
    MAKE OBJECT SPHERE 2,100
    FOR t=0 TO 100
    &Acirc; SET ALPHA MAPPING ON 1,t
    &Acirc; SET ALPHA MAPPING ON 1,100-t
    &Acirc; SYNC
    NEXT t
    Now you understand the command needed and the basic idea, you can imagine replacing these two objects with the two levels of LOD you are transitioning between and because the two shapes are mostly similar, the change is quite effective. The final code does get a little more complex as you then have to deal with many levels of LOD transition, and making sure the distance is set to such a value that the transition is subtle and pitched so that the right number of polygons are in the scene when you have many instances of the LOD based object. That said, the hard work pays off and you finish up with a nice fast game that is well populated with what appear to be very detailed models, and smooth transitions as you move around.

    One final trick is to make the final level of detail a simple screen aligned quad. This is a two polygon model in the shape of a cross with the image of the object textured onto it and facing the camera at all times. It will give the impression of the object in the extreme distance without having to render any of its polygons, and being so far away you do not notice. You can adapt this further to render a different image based on the angle you view the object in the distance, and a great way to do that is to load all possible images of the object in a single texture and alter the UV data of the screen aligned quad to grab that part of the texture for the image you want.
    These techniques are the building blocks of success if you want a 3D game scene crammed with objects while retaining high rendering speed. It is well worth experimenting with them, just to see how complex a scene you can create. You might be surprised just how much you can cram into your scene with a little help from LOD, alpha blending and screen aligned quads!

      الوقت/التاريخ الآن هو السبت سبتمبر 23, 2017 7:10 pm