what kind of reflections could you fake with a texture? are you talking about light reflection or actual mirror reflection? Cause what i was talking about it making things look like they were mirrored (like looking at a mirror, or ice, etc) On Fri, Apr 9, 2010 at 3:00 PM, eric drewes <figarus@xxxxxxxxx> wrote: > quick off topic note... someone just rang the door bell and i answered and > the lady asked if my parents were home! > > :P > > hey katie, we could fake world reflection via textures maybe to generate > the effect. i was thinking about doing that for light coming through > windows in a couple places... not sure what you had in mind :P IMO 3d is all > about illusion! > > On Fri, Apr 9, 2010 at 4:21 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote: > >> "Can't you write a shader for reflective floors? Is that harder and more >> intense on the engine?" >> >> yes, pretty darn hard! And expensive (ie lots of work for the processor >> and video card)! >> >> The common way for people to do reflections is to actually render the >> scene from the point of view of the reflective object, and then whatever was >> rendered, it puts onto the object as a texture. >> >> That means for each reflection, you render the whole scene another time. >> >> If our game ran at 30fps, having one reflection would chop it down to 15 >> fps (thats a simplification but hopefully you get what i mean). >> >> Doing it the way i was talking about, it's just more geometry. More >> geometry comes at a price of course, but it's a simple solution that doesn't >> need to code to work... you could build a level right now using that >> technique without my help in fact if you wanted to :P >> On Fri, Apr 9, 2010 at 12:21 PM, katie cook <ktmcook@xxxxxxxxx> wrote: >> >>> The faking reflective floors sounds silly. That would be way more >>> taxing than we need it, wouldn't it. >>> >>> Can't you write a shader for reflective floors? Is that harder and more >>> intense on the engine? >>> >>> Katie >>> >>> --- On *Fri, 4/9/10, Alan Wolfe <alan.wolfe@xxxxxxxxx>* wrote: >>> >>> >>> From: Alan Wolfe <alan.wolfe@xxxxxxxxx> >>> Subject: [project1dev] Random thoughts! >>> To: project1dev@xxxxxxxxxxxxx >>> Date: Friday, April 9, 2010, 11:28 AM >>> >>> I was just thinkin of 2 things that might be pretty cool to play >>> around with in our game. >>> >>> #1 - Faking reflective floors >>> >>> One simple way to do reflective floors is to have a see through floor and >>> have the same objects below the floor that you have above it, but flipped >>> over so they are upside down. >>> >>> Using this technique, we'd have to use script to put a model of the >>> player under there too upside down, matching the movements (and later... >>> animations) of the player (and any other dynamic objects) above to complete >>> the illusion. >>> >>> Also with this technique, the floor could just use a texture with an >>> alpha channel, so that way we could do stuff like make it semi transparent >>> yellow if we wanted the ground to appear "golden" and we could even put non >>> transparent parts onto the texture so it could be something like marble >>> where some parts are reflective and some parts arent. >>> >>> Also, any directional and point lighting would have to be set up under >>> the map but be vertically flipped, but we should be able to handle that by >>> just creating another light volume for the underside of the map. >>> >>> It might look pretty good, it'd be fun to play around with making a map >>> that did this and seeing how it looked (: >>> >>> #2 - Making scripted events and sounds that tie into animations >>> >>> If we have animations where we want it to play footstep sounds whenever >>> the player walks, or have certain things happen at specific parts of an >>> animation, we can set it up so that at specific keyframes it sends events to >>> the game scripts (in the form of a string such as "playsound footstep.wav" >>> or "SetPlayerModel blah.ms3d" if you wanted an animation to change the >>> players model, like if the old man waved a wand at you). >>> >>> This is kind of cool cause with scripted stuff tied to animations, you >>> just set up handling the event script side, but from there, it's up to the >>> animators to decide at what point the things actually happen so if they want >>> to make a wave wand animation longer and more dramatic before it turns >>> someone into a frog or something, they can just modify the animation and put >>> the animation event string on the frame they want it to be, and the game >>> will just work in the new way. >>> >>> >>> >> >