[project1dev] Re: Random thoughts!

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 9 Apr 2010 15:09:30 -0700

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.
>>>
>>>
>>>
>>
>

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