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  1. begla

    Cartoony Look

    Hope I my recent fix has resolved the mentioned issue. Added some more debug information on the go when a shader fails to compile... Outputs the line where the actual error is located (might make it easier for other people to spot and fix shader related errors). Quite hard to find errors...
  2. begla

    Hello to everyone

    Diving into liquid simulations sounds awesome! Welcome aboard. :geek:
  3. begla

    WIP Awesome New Blocks/Block shapes Production Thread!

    Awesome stuff Anton! :)
  4. begla

    Cartoony Look

    Hope it's a bit better now. Reduced the target luminance for the HDR eye adaption algorithm to 0.5 instead of 1.0.
  5. begla

    Cartoony Look

    Looks better now or doesn't it? ;)
  6. begla

    blackbass Hello everyone!

    Hello and welcome! :D
  7. begla

    Resolved Grass Coloring

    The texture fragment in the effects texture is interpreted as a mask - not as an additive or multiplicative factor. As far as I remember it is just used as a hint where the colorable part of the default grass side blocks is. I think only the alpha value (color.a > 0.1) is interpreted.
  8. begla

    Hello!

    Welcome! :)
  9. begla

    Cartoony Look

    Oh so much feedback on this one! :laugh: I've just played around with some new approaches to give the game a more stylized and unique look. So I ended up adding a shader applying a simple Sobel edge detector to the depth image (and applying the result in a post-processing pass). This is...
  10. begla

    Tweaking Chunk Storage

    Ouch! Hope there is at least a slight chance left that you'll be able to recover your data. :(
  11. begla

    Chris' Music Showcase

    Sounds incredible! Great work Chrisk! :thumbsup:
  12. begla

    Tweaking Chunk Storage

    I've not started working on that specific feature to be honest. But it's something I'm most interested to look into!
  13. begla

    Archived Bug..... Please Read

    Leaves are no longer transparent just because there rendering suffers from high frequent textures at many points. And rendering leaves transparent (with our current texture pack) looked more stressful than relaxing to me. Another reason is that the current rendering pipeline does not deal with...
  14. begla

    Biomes and map generation

    And here is my favorite book on that topic which contains whole chapters by the grandmasters of procedural generation themselves: http://www.amazon.com/Texturing-Modeling-Third-Procedural-Approach/dp/1558608486/
  15. begla

    Biomes and map generation

    Here are just some quick notes on terrain generation in Terasology from my perspective (and how I approached it all the time): Everything Cervator said sounds about right - while infinite worlds are very nice, it's very hard to implement local features. There are a lot of erosion based...
  16. begla

    Inactive Blockinator

    Will start working on that as soon as I find some free time! :cool:
  17. begla

    Archived Old hardware ?)

    At least those checks I put in there a while ago actually created a more or less meaningful error message. Impressive! ;) I'm sorry that we're not supporting that old GPUs at the moment though.
  18. begla

    I Need Some Help With Terrain Gen.

    To answer a question from earlier which contained a part of the FastFloor(x) function... The FastFloor(x) function abuses how Java's casting from floats to integers works to imitate the results of a default Floor(x) function (which calculates the largest integer less than or equal to x)...
  19. begla

    Project Overview

    Yey! My name is on that list! :laugh:
  20. begla

    Project Modding Arc

    :oops: I would never do that.
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