Shaders must die, part 3
Continuing the series (see Part 1, Part 2)…
Got different lighting models (BRDFs) working. Without further ado, code snippets that produce real actual working shaders that work with lights & shadows and whatnot:
Archive for 2009Shaders must die, part 3Continuing the series (see Part 1, Part 2)… Got different lighting models (BRDFs) working. Without further ado, code snippets that produce real actual working shaders that work with lights & shadows and whatnot: Shaders must die, part 2I started playing around with the idea of “shaders must die“. I’m experimenting with extracting “surface shaders” for now. Right now my experimental pipeline is:
I have very simple cases working. For example: (more…) Shaders must dieIt came in as a simple thought, and now I can’t shake it off. So I say: Ok, now that the controversial bits are done, let’s continue. Google O3D – it’s going to be interestingA couple of weeks ago Google announced O3D: an open source web browser plugin for low level accelerated 3D graphics. The website for O3D project is here. Of course this created some buzz (hey, it’s Google after all). And it is in some way a competing technology with Unity. I think it’s going to be interesting, so I say “welcome competition!” Preemptive blah blah: this website is my personal opinion and does not represent the views of my employer, former employers or anyone else other than myself. Unity is one of the players in “3D on the web” space. 3D graphics in the browser are in fact nothing new. Unity’s browser plugin has existed since 2005 and is now in eight digits installations count. There is VRML, X3D, Adobe Shockwave, 3DVIA/Virtools, software rendering approaches on top of Flash and so on. In my view, major advantages that Unity has compared to O3D:
Of course, O3D also has advantages:
Of course there are tons of other differences (I might have missed something important as well). For me as a rendering guy, it’s interesting to see O3D taking similar decisions here and there (e.g. they don’t use GLSL on OpenGL either because it does not really work in the real world). So… we’ll see where things will go. It’s going to be interesting! All games in one short paragraphHere, ryg nails it:
Pretty much sums up the mainstream game industry! Unity 2.5 is outUnity 2.5 is finally released. In summary: Here’s what’s new. Here’s the download page. My 11th Unity release since I joined 3+ years ago. This is quite a crazy release that involved almost complete editor tools rewrite and lots of other juggling. Was not exactly a walk in the park, but it’s done now. Meet me at GDC in San Francisco next week and I’ll tell you the war stories (Unity booth is 5110 NH). Here’s the obligatory source code commits graph: Another Vista review (after 6 months of usage)Ok, I don’t exactly like Windows Vista. But I just spent 6 months using Vista as my primary OS at work… because everyone else was using XP, and someone had to make sure everything works on Vista as well. So it was me. In summary, Vista is not that bad. Once you get used to changes in Explorer, different skin and so on – it’s actually usable. I think they have made some real improvements in the underlying technology, too bad they managed to “compensate” for all of that by inconsistencies and lack of polish in user interface. At this point it’s minor quirks in UI that annoy me, but apart from that, Vista is okay. Look:
So yeah. It’s not stellar, it has tons of small annoyances (and some large ones – try developing web plugins with UAC on…), but it’s usable. I might have gotten used to it by now, actually. How view on C++ changes over timeIt’s funny how one’s view on things change over time. Back in 2002, I wrote something that would be roughly translated like “C++ amazes me more and more”. In a positive sense! And I was talking about what is Boost.Spirit now. A reply on local game development forums I wrote today (again, rough translation): “C++ is very hard and quite a horrible language, maybe you should not use it unless there are no alternatives”. That’s quite a change in attitude we have here! I feel like much of C++ horrors are a consequence of “it just somehow happened” (the whole template metaprogramming thing) or as a backwards compatibility with C requirement. Or maybe not, but I do agree with what ryg says here. Let’s play the internet memes: LTGameJam 2009 postmortemSo LTGameJam 2009 is over. I’ve been there as part organizer, part participant, so my views are both biased and incomplete (being an organizer means you have to run around a bit, instead of just focusing on making the game). The theme for the games was “as long as we have each other, we will never run out of problems”. Additionally, games had to be short (5 minutes of play or less), and somehow incorporate one of “affectionate”, “patriotic” or “missing” words.
Oh well. I just did not have any interesting ideas, and wasn’t particularly inspired, so there is the result. Probably burnout of trying to finish Unity 2.5 at work had it’s toll as well. Overall, the good parts about this game jam:
On the downside, I get the feeling that the games made this time were not crazy enough. GameJams are meant to generate totally whacky, crazy and amazing ideas; however this time most of the games were known game mechanics, pretty safe idea and so on. Have to improve on that the next time. So that’s about it! |