Raydium 3D Game Engine

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 Post subject: New demo: "Volcano"
PostPosted: Wed Aug 16, 2006 1:46 pm 
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Location: gnniiiii (Scrat)
A new "running demo" is now available for Raydium: Volcano. This demo features a water shader example, and a lot of particle effects.

Image

A video is available and the source code is available in SVN.


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 Post subject:
PostPosted: Fri Aug 18, 2006 9:03 am 
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good job ! a great video 8)


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PostPosted: Sat Aug 26, 2006 10:03 pm 
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Posts: 759
Bonjour,

Apres avoir vu la jolie video de volcano, j'ai mis a jour raydium et essayé l'appli sur ma machine.
Le fonctionnement est correct par contre l'eau est noire, avec parfois des couleur rouge/vertes !
Alors c'est pas tres beau ;o(

La carte video est une Nvidia Geforce4 4200
J'ai essayé les dernier drivers, et d'anciens drivers au cas ou
J'ai passé un bon moment a toucher au différentes options opengl, rien n'a changé.

Ma carte video ne supporte peut etre pas l'eau ;o) Dans ce cas ce n'est pas grave.
Je viens de voir que les shader n'etaient pas dispo, limitation de la carte ? Ou mauvaise configuration ?



ci dessous la console:

Ouille


Quote:
Raydium: Raydium 3D Game Engine
Raydium: version 0.705
Raydium: command line args: OK
chdir: No error
Raydium: using 'C:\Documents and Settings\laffont/.raydium' as home dir
Raydium: Requesting 800x600:32 mode
Raydium: Found 800x600 with 32 bpp color and 24 bits zbuffer (stencil is 8)
Raydium: using GeForce4 4200 Go/AGP/SSE2, from NVIDIA Corporation (version 1.4.0
)
Raydium: Signal Handlers: OK
Raydium: OpenGL extensions: OK
Raydium: Platform "4xfloat" vector size is: 16 byte(s) long
Raydium: OpenGL implementation maximum texture size: 4096x4096
Raydium: OpenGL hardware providing 4 texture unit(s)
Raydium: vertex arrays memory: OK
Raydium: path: OK
Raydium: keyboard: OK
Raydium: mouse: OK
Raydium: joy: FAILED
No Joy support under Win32 yet
Raydium: sound: Buffer creation successfull
Raydium: sound: OK, using 'Generic Software'
Raydium: PHP support: OK
Raydium: atexit functions: OK
Raydium: lights: OK
Raydium: fog: OK
Raydium: objects: OK
Raydium: network: OK
Raydium: timecall: win32 modulo every 19.98 minutes, modulodiv is 2^0
Raydium: timer: detection: 1 iterations: diff: 7 steps (3579545/sec)
Raydium: timecall: method accuracy = 0.002 ms (511363.56 Hz)
Raydium: timecall: Using basic gettimeofday() method
Raydium: timecall: OK (511363 Hz)
Raydium: timecall: softcall 0: 1 Hz (3579545 clocks interval)
Raydium: particle: OK
Raydium: gui: OK
Raydium: shadow: OK
Raydium: HDR: OK
Raydium: shaders: FAILED (GLSL 1.0 not found)
Raydium: webserver: OK
Raydium: Raydium engine reseted to original state
Raydium: timecall: callback 1: 400 Hz (8948 clocks interval)
Raydium: physics: ODE Net: 10 element(s)/packet
Raydium: physics: OK
Raydium: RegAPI: OK
Raydium: Engine is now ready.
-----------------------------------------------------------
Raydium: Texture num 1 (BOXfront.tga) loaded: 512x512, 3 Bpp (b0 lm0 hdr0)
Raydium: Texture num 2 (BOXback.tga) loaded: 512x512, 3 Bpp (b0 lm0 hdr0)
Raydium: Texture num 3 (BOXleft.tga) loaded: 512x512, 3 Bpp (b0 lm0 hdr0)
Raydium: Texture num 4 (BOXright.tga) loaded: 512x512, 3 Bpp (b0 lm0 hdr0)
Raydium: Texture num 5 (BOXbottom.tga) loaded: 512x512, 3 Bpp (b0 lm0 hdr0)
Raydium: Texture num 6 (BOXtop.tga) loaded: 512x512, 3 Bpp (b0 lm0 hdr0)
Raydium: shadow: shadow map size detected to 512x512
Raydium: Texture num 7 (shadowmap) FAKED: 512x512, 4 Bpp (b0 lm0 hdr0)
Raydium: Texture num 8 (reflection) FAKED: 512x512, 4 Bpp (b0 lm0 hdr0)
Raydium: Texture num 9 (refraction) FAKED: 512x512, 4 Bpp (b0 lm0 hdr0)
Raydium: Object: loading "paradise.tri", version 1
Raydium: Texture num 10 (ground.tga) loaded: 256x256, 3 Bpp (b0 lm0 hdr0)
Raydium: Texture num 11 (paradise_island.tga) loaded: 512x512, 3 Bpp (b0 lm0 hdr
0)
Raydium: Texture num 12 (paradise_ground.tga) loaded: 64x64, 3 Bpp (b0 lm0 hdr0)

Raydium: shadow: ground (0) modelsize is 133.28, center factors : 0.46/0.49
Raydium: Texture num 13 (smoke.tga) loaded: 256x256, 4 Bpp (b1 lm0 hdr0)
Raydium: camera path 'volcano.cam' loaded (slot 0, 96 steps)
Raydium: camera path 'volcano1.cam' loaded (slot 1, 96 steps)
Raydium: Object: creating display list for object paradise.tri
Raydium: Object: creating **shadow** display list for object paradise.tri
Raydium: Texture num 14 (water_nmap.tga) loaded: 1024x1024, 3 Bpp (b0 lm0 hdr0)
Raydium: Texture num 15 (water_dudvmap.tga) loaded: 1024x1024, 3 Bpp (b0 lm0 hdr
0)
Raydium: Texture num 16 (logo_raydium.tga) loaded: 128x128, 4 Bpp (b1 lm0 hdr0)
Raydium: WARNING: timecall's too long
Raydium: Object: loading "rock1.tri", version 1
Raydium: Texture num 17 (rock3.tga) loaded: 128x128, 3 Bpp (b0 lm0 hdr0)
Raydium: Texture num 18 (explosion.tga) loaded: 256x256, 4 Bpp (b1 lm0 hdr0)
Raydium: Object: creating display list for object rock1.tri
Raydium: Object: creating **shadow** display list for object rock1.tri
Raydium: Object: loading "rock0.tri", version 1
Raydium: Object: creating display list for object rock0.tri
Raydium: Object: creating **shadow** display list for object rock0.tri
Raydium: sound: end of file reached
Raydium: sound: ov_read error


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 Post subject:
PostPosted: Sat Aug 26, 2006 11:57 pm 
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Location: gnniiiii (Scrat)
Raydium: shaders: FAILED (GLSL 1.0 not found)

Tout est là. Ces cartes ne supportent pas les pixels shaders, ce qui explique leur réputation de GeForce 2 améliorées. C'est une limitation matérielle, je crains que ce soit définitif pour le support des shaders dans Raydium (et le reste des jeux/applis).


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 Post subject: De l'eau transparente
PostPosted: Sun Aug 27, 2006 8:03 pm 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Bonjour,
Je m'en doutais un peu, vu le message d'erreur.
Par contre sur certains jeux le rendu de l'eau est parfaite, HL2, Far Cry par exemple.

Y a t'il plusieur facon de faire le rendu de l'eau ?

Sinon ce n'est pas grave, juste une remontée d'information.

Bonne journée
Jacques


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 Post subject:
PostPosted: Sun Aug 27, 2006 9:28 pm 
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Location: gnniiiii (Scrat)
Merci :)

Le Source Engine d'Half-Life 2 semble très doué pour trouver des contournements à certaines limitations (au hasard, le HDR avec le support de l'Anti-Aliasing). Je ne sais par quelle astuce ils arrivent à faire un rendu de l'eau sans pixel shaders :)

Pour info, GLSL ne semble même pas être à l'aise sur des GeForces 3 alors que ces cartes proposent un support des PS. Je n'ai aucune idée du support sur les (vraies) GF4...


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 Post subject:
PostPosted: Mon Mar 26, 2007 10:43 am 
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Joined: Mon Mar 26, 2007 10:30 am
Posts: 2
Et bien je trouve ce rendu tres correct, biensur cela ne vaut pas les rendus de jeux videos récent mais tout le monde sais que ce sont des équipes de pro qui les crées


Je n'ai rien a redire n'y connaissant casi rien mais voila mon avis ^^


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 Post subject: Hello
PostPosted: Fri Apr 04, 2008 6:50 am 
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Joined: Fri Apr 04, 2008 6:29 am
Posts: 7
I uploaded the video to vimeo.com. I recommend you do so too in the future :)

http://vimeo.com/858465


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 Post subject: Thank you
PostPosted: Fri Apr 04, 2008 8:35 am 
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Joined: Sun Oct 09, 2005 10:46 pm
Posts: 759
Hello,

Thank you, the video quality is good !

Have a nice day
Ouille.


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