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Author Topic: Kambi VRML game engine 2.4.0 release  (Read 28619 times)

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #15 on: February 16, 2011, 11:55:56 pm »
I wonder if the rendering of the 3ds plane is correct.
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circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #16 on: February 16, 2011, 11:56:30 pm »
And fancy shapes, have they lost their textures ?
Conscience is the debugger of the mind

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #17 on: February 16, 2011, 11:57:02 pm »
And why is ranshrine so dark ?
Conscience is the debugger of the mind

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #18 on: February 16, 2011, 11:58:33 pm »
Here is room parallax rendering.
Conscience is the debugger of the mind

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #19 on: February 17, 2011, 12:07:07 am »
The two boxes with shadow does not work correctly. The shadow seems to be drawn over the box from which it comes.
Conscience is the debugger of the mind

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #20 on: February 17, 2011, 12:09:08 am »
With a certain angle, the house in a glass has some artifacts.
Conscience is the debugger of the mind

michalis

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Re: Kambi VRML game engine 2.4.0 release
« Reply #21 on: February 17, 2011, 06:26:54 am »
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- after viewing collada, while I open a new file, I got a screen of random pixels

I see on the screenshot random pixels under the "open" file dialog. Do they disappear when you close the dialog with "cancel"? Also, after viewing which Collada file?

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- fancy_light_spot_shape.x3dv shows a black screen, with a warning : VRML parse error at position 1095, inside "SpotLight" got "effects".

With view3dscene 3.9.0 (or even not-the-latest SVN) it's normal. Like before, everything inside composited_shaders/ is highly development and depends on latest features in SVN. If you don't want to compile yourself, you can get latest version from http://michalis.ii.uni.wroc.pl/vrmlengine-snapshots/ . You can see some screenshot of their correct rendering in png files inside https://vrmlengine.svn.sourceforge.net/svnroot/vrmlengine/trunk/papers/compositing_shaders/ .

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- chess.x3dv is so slow and makes the program exit without message (I guess access violation)

Run view3dscene.exe from the terminal (console) to see the message. Otherwise, the console disappears when view3dscene exits --- so the message is probably there, you just have no chance to see it :) This is an artifact that we use windows console.

This probably goes in pair with crash on cubemap_generated... Which may indicate that the problems lie in FrameBuffer Object (FBO) treatment on this GPU.

Can you test
1. x3d/cubemap_composed2.x3dv
2. rendered_texture/rendered_texture_with_background.x3dv

If we'll confirm that the problem is within FBO usage on this GPU, I can workaround it by disabling FBO for this GPU. Googling a little for your GPU name "Mobile Intel(R) 4 Series Express Chipset Family" and fbo suggests it may be a known problem.

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I wonder if the rendering of the 3ds plane is correct.

Yes. The non-perfectly smooth wings are just the way they are in the model.

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And fancy shapes, have they lost their textures ?

The result is OK. They are just not textured.

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And why is ranshrine so dark ?

Because it's dark :) This is a demo for new SVN feature, you should use "View -> Force Shader Rendering" with view3dscene from SVN to see the nice results, if your GPU has good GLSL support.

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Here is room parallax rendering.

Note that to actually see the nice bump mapping, in 3.9.0 you have to set "View -> Bump Mapping -> " to some value other than Off. (In SVN, bump mapping is already turned on by default, and is part of our "Force Shader Rendering" pipeline.) Then this room will look much nicer.

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The two boxes with shadow does not work correctly. The shadow seems to be drawn over the box from which it comes.

That actually may be correct if you realize that the light source is a point light, and so even the upper box can cast shadows on itself.

That said, some artifacts are possible with shadow maps. They depend on GPU, also the SVN with "Force Shader Rendering" again improves things here. It looks much better on Radeon or NVidia here :), small artifacts just have to be tolerated on some GPUs.

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With a certain angle, the house in a glass has some artifacts.

Ah, the transparent glass wasn't propely marked. Fixed, and I also changed and moved this demo to x3d/ subdirectory. VRML 1.0 is very old.

Again, many thanks for testing, and keep it coming :)

As I mentioned above, I would like to know the results for x3d/cubemap_* and rendered_texture/* models --- exactly which ones fail, which don't. This can confirm that the cause of problems lies in FBO on your GPU, which can be workarounded.

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #22 on: February 17, 2011, 11:26:02 am »
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- after viewing collada, while I open a new file, I got a screen of random pixels

I see on the screenshot random pixels under the "open" file dialog. Do they disappear when you close the dialog with "cancel"? Also, after viewing which Collada file?
It's only while the open file dialog is opened.

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Run view3dscene.exe from the terminal (console) to see the message. Otherwise, the console disappears when view3dscene exits --- so the message is probably there, you just have no chance to see it :) This is an artifact that we use windows console.
I know, but last time it exited without message, it was access violation.

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1. x3d/cubemap_composed2.x3dv
Here is the screenshot.

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And why is ranshrine so dark ?

Because it's dark :) This is a demo for new SVN feature, you should use "View -> Force Shader Rendering" with view3dscene from SVN to see the nice results, if your GPU has good GLSL support.
It's not so dark and better with Force Shader Rendering. Two boxes are also better. But the shadow is still strange. The plane the receives no light should be of one shade only.

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Note that to actually see the nice bump mapping, in 3.9.0 you have to set "View -> Bump Mapping -> " to some value other than Off. (In SVN, bump mapping is already turned on by default, and is part of our "Force Shader Rendering" pipeline.) Then this room will look much nicer.
No, in fact, there is some shadow effects, but there is no color anymore.
Conscience is the debugger of the mind

michalis

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Re: Kambi VRML game engine 2.4.0 release
« Reply #23 on: February 17, 2011, 12:27:30 pm »
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Here is the screenshot.

Unfortunately, it shows that a cube mapping doesn't work on this GPU either. I will need to have access to such graphic card myself, until then I can only judge it's the error of this graphic card OpenGL. It works here on various cards (Radeon, NVidia, and I got also Intel yesterday, but a much older model).

You didn't say, have you run successfully any 3D-heavy application there? Like a newer game?

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It's not so dark and better with Force Shader Rendering. Two boxes are also better. But the shadow is still strange. The plane the receives no light should be of one shade only.

If you mean the lower plane on twoboxes_shadowmap.x3dv --- actually it should have some darker corners. That's how the light is set up there.

With what versions are you making the tests? It's great if you use view3dscene from SVN or nightly builds, but be sure to tell me about that (and when you turn on "Force Shader Rendering"), as this changes the meaning of some results :)

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No, in fact, there is some shadow effects, but there is no color anymore.

If this happens for you with view3dscene from SVN/nightly builds, there was a bug there recently, that caused textures to be discolored in many situations. It's already fixed, so grab a new version.

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #24 on: February 21, 2011, 09:11:35 pm »
I will need to have access to such graphic card myself, until then I can only judge it's the error of this graphic card OpenGL. It works here on various cards (Radeon, NVidia, and I got also Intel yesterday, but a much older model).

You didn't say, have you run successfully any 3D-heavy application there? Like a newer game?
No. Do you know a free Win64 benchmark program to test this?

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With what versions are you making the tests? It's great if you use view3dscene from SVN or nightly builds, but be sure to tell me about that (and when you turn on "Force Shader Rendering"), as this changes the meaning of some results :)
I can't tell exactly. I downloaded a nightly build recently, when you told me about the online folder.

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If this happens for you with view3dscene from SVN/nightly builds, there was a bug there recently, that caused textures to be discolored in many situations. It's already fixed, so grab a new version.
Ok, that must be that.
Conscience is the debugger of the mind

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #25 on: February 21, 2011, 09:49:06 pm »
By the way, i've tested the Castle. It's pretty cool. But...

Screen resolution switch is a little buggy on Windows 7. There is a popup about the resolution, and when you exit the program, it can stay in the low resolution.

In the fountain, how do you get out after you've taken the health potions ?

When you try to quit the game, there is no way to click on Yes.

Rowell monsters with homing missiles are too powerful. Homing missiles should disappear faster or turn around more slowly.

We do not know when we hit a monster (no visual hint).

There lacks a crosshair option.

Walking mode would be useful.

Gameplay is not good because movement is not progressive. Instead of assigning dx/dy with the current direction, do something like dx = 0.8*dx + 0.2*newdx

I cannot find the weapon in the level "the gate". Can only find the key, and then get stuck at the door.
Conscience is the debugger of the mind

michalis

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Re: Kambi VRML game engine 2.4.0 release
« Reply #26 on: March 03, 2011, 11:17:58 am »
Sorry for the delay --- extra busy end of the month... As usual, thanks for the testing!

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Do you know a free Win64 benchmark program to test this?

Not really, i.e. I don't know of a benchmark that is guaranteed to run on Intel and 64 bits. Yu can simply go to http://store.steampowered.com/ and try various free game demos there. (Not an advertisement! :) Get any recently released heavy 3D game (like FPS).

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Screen resolution switch is a little buggy on Windows 7. There is a popup about the resolution, and when you exit the program, it can stay in the low resolution.

I just got Windows 7 for testing, and it seems to work fine here. What was the popup saying? Normally, a popup may appear saying "Can't change display settings...", if your desktop cannot be resized to 800x600 (recommended castle resolution; it's an old game :). In this case, this means that Windows tells us resizing to 800x600 failed. So we don't restore the resolution, since (as far as we know) changing the resolution failed.

So- what exactly does the popup say? And can your desktop be resized (through control panel) to 800x600? What low resolution is at the end?

For the rest of castle questions, bear in mind that "castle" is currently treated as "finished". No gameplay changes and no improvements, we're concentrating on the engine now and on releasing a new game around (hopefully) June this year.

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In the fountain, how do you get out after you've taken the health potions ?

You can't. "Fountain" is just an unfinished, eye-candy testing level. Once you seen it, you can exit :) Unless you're a 3D modeler and would like to improve and finish the level :)

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When you try to quit the game, there is no way to click on Yes.

Yup, the buttons are not clickable. This will be fixed at some point before the next game release.

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Rowell monsters with homing missiles are too powerful. Homing missiles should disappear faster or turn around more slowly.

Nah, they are quite easy to beat once you get the hang of it :) You just have to strife quickly. Anyway, they will not be present in the new game at all.

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We do not know when we hit a monster (no visual hint).

Indeed, especially for werewolves. Yup, this will be fixed in new game.

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There lacks a crosshair option.

This is deliberate. The bow isn't supposed to be used often, and it's supposed to be difficult.

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Walking mode would be useful.

It wasn't adequate on large (and mostly empty) levels. New game will have more normal levels, and the default move speed will be more normal.

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Gameplay is not good because movement is not progressive. Instead of assigning dx/dy with the current direction, do something like dx = 0.8*dx + 0.2*newdx

Not really sure what you mean here?

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I cannot find the weapon in the level "the gate". Can only find the key, and then get stuck at the door.

See inside the pit at the cemetary :)

circular

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Re: Kambi VRML game engine 2.4.0 release
« Reply #27 on: March 03, 2011, 02:33:59 pm »
I just got Windows 7 for testing, and it seems to work fine here. What was the popup saying?
That the resolution is not optimal (I have an LCD screen).

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There lacks a crosshair option.

This is deliberate. The bow isn't supposed to be used often, and it's supposed to be difficult.
Well I vote for a crosshair option. I find it too difficult otherwise.

[/quote]
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Gameplay is not good because movement is not progressive. Instead of assigning dx/dy with the current direction, do something like dx = 0.8*dx + 0.2*newdx

Not really sure what you mean here?[/quote]
That the speed variation is brutal, it should be progressive, with inertia.
Conscience is the debugger of the mind

 

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