Raydium 3D Game Engine

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PostPosted: Wed Aug 02, 2006 12:56 am 
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Since a few weeks now, Raydium provides a support for GLSL (OpenGL Shading Language), allowing Toon style rendering, Normal Maps, Water effect and so on. The doc is not ready yet, but a demo application is available in current sources and SDK, and a water demo will come (very) soon.

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A video is available for water effect :
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click here: http://freeway.raydium.org/captures/rayShaderWater.avi

Also, new effects are about to be added to the engine, including environment maps (reflections) and ... HDR post processing !

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More to come !


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PostPosted: Wed Aug 02, 2006 11:19 am 
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Great :wink:


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PostPosted: Wed Aug 02, 2006 12:29 pm 
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extra :shock:


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PostPosted: Thu Aug 03, 2006 4:36 pm 
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Bravo, super boulot (comme d'habitude ^^)

En voyant la video avec l'eau, je me suis demandé si Ode gère ce genre de truc ? par exemple, si on lance la clio de ManiaDrive dans l'eau, il se passe quoi ? ^^

Encore bravo :)


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PostPosted: Thu Aug 03, 2006 9:57 pm 
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Pour ODE, la réponse est simple : rien ! Il s'agit d'un effet visuel uniquement :)


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PostPosted: Fri Aug 04, 2006 12:03 am 
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the thread was in english :P


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PostPosted: Fri Aug 04, 2006 11:13 am 
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Well, yes, you're right :)
Totoro was wondering how ODE was dealing with this water. What will happend if we launch the ManiaDrive's car in the water ?

The answer was "nothing", since this water effect is only a "visual" effect. To be cleanr, ODE only simulates physics for rigid bodies, not fluids. The keyword for future Raydium enhancements about this subject is "buoyancy".


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PostPosted: Fri Aug 04, 2006 10:52 pm 
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hmm, interesting.
Is posible in raydium to define areas with diferent universal values?
If it's posible, we could emulate a high-density fluid by setting the gravity to -4 instead of 9.8(for example). In that way, if the car get into that arear it will null the inercial gravity force and the object will eventually go surface.


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PostPosted: Fri Aug 04, 2006 11:45 pm 
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Buoyancy is way more complex than this. For example, deeper an "floating" object is, harder it will be pushed to the water surface. The shape of the object is important, too (think about a thin wood lumber) and will act on rotation. All this can't be simulated only with a negative gravity.

There were some very interesting threads on ODE mailing list about this subject, I'll take a look one day :) We must have "water blow" particles effect, too.


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PostPosted: Sat Aug 05, 2006 2:46 pm 
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Sorry for my no-english post :oops: (but i'm too bad in english ^^)

Buoyancy is an "addon" to Ode, or it's replace Ode?

"water blow" c'est des vagues? :oops:


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PostPosted: Sat Aug 05, 2006 3:37 pm 
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We'll not replace ODE, but we'll try to enhance ODE to support buoyancy for bodies. You're right, it's sort of an "add-on" :)

Quote:
"water blow" c'est des vagues?

Oui. Dans le détail, je pensais plus à des "gerbes d'eau".


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