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  1. begla

    Reflective and refractive water

    Ah! Thought about that as I read your thread... If you want to? I would appreciate it! :) We could need some other options though... Like waving grass, animated water and maybe blur intensity.
  2. begla

    Reflective and refractive water

    As requested by Cervator I've been working on an advanced version of our "water shader" the last hour . I've never considered to add this feature because of the extremely high additional rendering costs (the world has to be rendered multiple times). The implementation is far from perfect and...
  3. begla

    Archived Everything is green?

    Yep, that is what happens if the chunk shader can not be compiled on your platform. Just attach the logs in this thread together with your system specs and I'll have a look.
  4. begla

    Miniaturization prototype

    Okay, the Miniaturizer tool is now publicly available in our develop branch. Just select the scissors in your toolbar, click on two blocks and finally select a third block to place the new miniature on. Fun thing is, that the miniature is actually bound to the tool. So if you like multiple...
  5. begla

    Miniaturization prototype

    Exactly. That was my impression too as I experimented with larger miniatures. :laugh:
  6. begla

    Miniaturization prototype

    Here are some more screenshots... Now with working billboard and water animations. :omg:
  7. begla

    Miniaturization prototype

    Works fine! Thank you Immortius. I had to make some minor adjustments to make it actually work with various chunk sizes but now... I've tested different miniature sizes. Works flawlessly even with absurd dimensions like 2048x256x2048 and a 1/64 scaling factor. Generating the corresponding...
  8. begla

    Miniaturization prototype

    I've been working on a small prototype this evening to finally move in direction of Cervator's beloved block miniatures (this feature is currently in a separate branch and not publicly available - but it will be soon). The tool can be used to shrink an area defined by two blocks. A third click...
  9. begla

    Video: Rendering update

    Tried to fix some of things mentioned here but there are still a lot of small things to adjust. Going to sleep mode now. :sleep:
  10. begla

    Video: Rendering update

    I've made some rather drastic changes to the overall rendering the last couple of hours and I would greatly appreciate a lot of feedback. :twilightblush: Here's a small video showing most of the changes in action. Look out for the new skysphere (which is coupled with the atmospheric sky...
  11. begla

    Archived Game Crashes and more!!

    Talking about depth of field (blur) or field of view here?
  12. begla

    Procedurally varying fog

    Great! Thanks for all the useful information. Seeings things clearly now. :)
  13. begla

    Procedurally varying fog

    Uhm. Why are the shaders currently stored in two places? There is this new asset based shader variant and my own implementation. The new asset variant fails to compile because the shader include files are not appended or loaded correctly. But that seems to be no problem because my code still...
  14. begla

    Changes with build 192 & friends (Immortius merge)

    Immortius Would you mind looking into adding the missing libraries to the "index.html"-file? I've added a few, but seems like I'm missing something. Otherwise your changes work beautifully. Only quirk I've seen is that the light does not fade below water anymore. So you can see the whole ocean...
  15. begla

    Procedurally varying fog

    I've reduced the overall fog intensity. Will look into fixing the other things this evening. EDIT: But before that... Here's another nice shot.
  16. begla

    Changes with build 192 & friends (Immortius merge)

    Roger that! Looking into fixing the applet now. Might only be a missing new library.
  17. begla

    Procedurally varying fog

    Will look into this errors this evening (hopefully). The smoothTriangleWave errors are related to the waving grass. Those errors sometimes happen when the outsourced shader function files are not included at the right time. Hiding fog in caves might become tricky, since this fog does not have...
  18. begla

    Procedurally varying fog

    That one looks even nicer! Just wanted to make sure the applet is up-to-date and I've appeared in this beautiful seed there! :alien:
  19. begla

    Procedurally varying fog

    I've just pushed a small rendering update including some optimizations, fixes and even some new stuff. I've added procedurally varying fog based on the time of the day and a noise function. The fog is limited during the night and increases during sunrise and dawn but is limited at night. You...
  20. begla

    Changes with build 192 & friends (Immortius merge)

    Nice - so you could put that in some time! :thumbsup: I'll push in some rendering related optimizations and changes. Seems like I broke some stuff a while ago when everyone was complaining that the game was too shiny. Now everything was actually too dark at night. Especially on "Ugly". Will...
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