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12:00 AM
also I think in your case using hashmap will slow down the process instead of speeding it up.
 
it is not directional, it seems?
 
No it's not
 
yeah, the shading at the edges looks too smooth
but it might just look pretty sweet with SSAO on top
 
Ah, read about it this morning
Don't really understand what it does and how it works though
 
your currently lighting picks up large-scale details while SSAO will fill in small-scale details
 
12:02 AM
So do I have to rewrite my entire lighting engine for it?
 
I mean looking/inserting in the hash map will probably take more time compared to computing the light received by that point multiple times.
 
Well it doesn't really matter, as it's not going to be a building game.
 
@Basaa could you put a lamp on flat surface, just like the previous screenshot
 
Sure
 
I'd like to know how it's working there
 
12:07 AM
Perfect
Can't see any weird things there
 
screenshot?
 
it's even better that what I'd expected :D
 
:P
And when I use the power of 2 of the lighting value in the fragment shader it looks even more smooth
Then it looks like this

http://imgur.com/0AEhk3e
The next step is day/night cycle, don't really know what would be the best way to implement it :(
 
@Basaa you know you can use the upload button beside send
 
12:18 AM
Yeh, I know :
 
@Basaa don't you already use power of 2 lighting value to feed vertex shader?
 
No, only in the last screenshot
And no, I only use it in the fragment shader
 
so do it per light before adding up lights from multiple sources.
or else it could result weird looking lights.
something like this:
 
Why could it result in weird looking lights?
 
foreach(vertex)
foreach(light)
compute light value^2
add to vertex light summation
foreach(vertex)
feed vertex shader with sqrt(summation)

and the leave the shaders to the same thing as they are doing now.
@Basaa just a hunch, you can test it...
place 3 light sources on the edge of lightened area.
to form a triangle, that's the case it the problem should be obvious enough!
 
12:25 AM
Huh
Could you tell me why exactly?
Don't really get it, and I wanna learn :P
 
it was just as I suspected right?
but anyway, I don't understand it well enough myself to be able to explain it.
as I said it was just a hunch
 
Nah, I don't really see anything wron
Except maybe that it's a little darker then it should
Is that what you mean?
 
I'm not sure, screenshot?
 
then I guess I was wrong.
doesn't seem bad at all
 
12:30 AM
True
But I think I kinda know what you mean
You mean it's a little darker between the lights where it should be a little lighter?
From a little bigger distance you can see it better
 
exactly opposite. I expected it to be ultra light between the lights where it should actually bbe darker
ok,good night everyone
 
Ah, no, when I raytrace the faces for the lamp, I check if the value that I got from the calculation is bigger, if it isnt then I replace it, and I use max(1.0, lightValue)
Good night, thanks :)
 
@Basaa so I guess that's why you didn't notice the problem
 
Yeh :P
But thanks anyway for the suggestion :0
 
though I prefer adding lights up together
it'll result in more realistic result
 
12:38 AM
Yeh, metoo
Gonna change it I think
 
again I guess
 
:P
It's just 1 simple function so no problem haha
 
@Basaa I'll ask you about that in two months when you can't remember where was that single function...
 
Whaahaaahaa
Probably :P
I'm trying to keep it as clean and well-commented as possible
 
12:41 AM
@Basaa exactly opposite of me, though I usually don't forget about anything. or at least I always have clues where to find things
 
 
8 hours later…
8:37 AM
Are there any mini/short/art games these days, flash games or client games, that arouse or bring about memories of childhood and youth through their game mechanics? Looking for inspirations for designing a game that could bring back memories of youth.
 
 
5 hours later…
1:10 PM
what would happen if in GLSL i would set color to say vec3(2.0, 1.0, 1.0)?
the rendered color would be vec3(1.0, 0.5, 0.5), vec3(1.0, 0.0, 0.0) or vec3(1.0, 1.0, 1.0)?
 
1:25 PM
try it maybe?
 
2:10 PM
you see, the weird thing is that fragment with vec(3,3,3) is whiter than another with vec(2,2,2);
maybe 100% is the highest float on all fragments?
 
 
2 hours later…
4:07 PM
@Carven take a look at this game
@visDEVion I remember it being clamped.
meaning the (1,1,1) should display a pixel with equal color compared to (2,1,1)
unless you implement HDR
 
 
4 hours later…
7:48 PM
I didn't consider thihs worth making a question over, but I'd like to ask something small. If I['m making a game and I want one of the entities to be like a worm (Like the destroy of worls off of Terraria) how would I go about it?
I was thinking a parenting system where every segment hhas a parent and it follows its parent
 
oh yay, Terraria is gonna get some updates :D
 
srsly?
 
LOL! I only read your post after I typed that xD
also, check the top comments
that is not the official update but it was made by the same artist working on the update, he said that himself and while that's not the final version the update is making progress
the consoles are going to have more features (dammit) but at least they are making a pc update
@ShaunWild Regarding your question I dont really know... try it and see if it works
 
Ive tried it before and it works, it's just I feel it may be inefficieit, esecially if theres lots of these worms
 
hm... some say if it works as it is leave it like that
but I'll see if I can think of something while I cook
 
8:06 PM
Thanks :)
I'll post a question
 
@ShaunWild careful, dont dont really like open-discussion questions
 
9:08 PM
Hello all
Hello @Madcowe
 
greetings
 
@Madcowe, I think I have fixed the problem with my engine, it was a problem in the shaders that some drivers accepted, and some didnt
Would you want to try it again?
 
sure ^^
 
9:19 PM
@Madcowe, give me your skype
 
thevitinho
 
Added
 
opening skype
 

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