Sunday, December 18, 2011

John Conway's Game of Life HLSL edition

On my Quest to learn HLSL Shader programing i stubeled upon a blog where some one built an implementation of John Conway's game of life using compute shaders after looking up the rules i though about tryingto build one using pixel shader.





here is the result running 1024*1024 at 449 iteration per seconds( i might even be able to get a few more out of it)

in my edition the dead cells leave a corps behind that slowly fade
the color tel wich rule killed them.



it runs on pixel shader 2.0 directx 9 while my hardware run shader model 4.1 i generaly build for the lowest possible hardware.

randoom cells can spawn from just about any type of image but if you wanna try to manualy build a cell you will need to edit a file pixel per pixel and the file will need to be exactly 1024*1024
So here is the download link http://www.mediafire.com/?t2ze5jw9q82szcg

this version currently require that you install microsoft visual C++ redistribuable
here are the links for the download provided by microsoft

for windows x86
http://www.microsoft.com/download/en/details.aspx?id=5555

for windows x64
http://www.microsoft.com/download/en/details.aspx?id=14632


i'm currently working on an update version with some other function and that would include the c++ redist to instal them without any intervention from the user

Saturday, December 17, 2011

Atmospheric Scattering


here comes atmospheric scattering


this implementation is based on Sean O'Neil openGL implementation wich has been ported to directx for ogre by HexiDave.
The original converted implementation was vertex shader based for mie and rayleight color calculation and mixed them in pixel shader to try to obtain a smooth result this made sens when Sean O'Neil implemented it on the merly begning graphic hardware but it gave horrible artifact unless you have a over tesselated sphere irrlicht's 256 polygon sphere were just not cutting it.
So i updated the code to make all the calcultations in pixel shader giving a much smoother result independent of the poly count of the sphere.
 
And for the sake of it a nice sunrise at 1920x1080 (i can't take screen shot in full screen -.-)



I just need to verify the license and i will release the completed shader code with constant what is messing and why you most likely are not getting it to work in case you stumbled on my blog by googling HLSL atmospheric scattering

Wednesday, December 14, 2011

for your viewing pleasure

i began working with shaders honestly it's such a wonderfull thing


shaders allow the splating of many textures based on height






and now with a normal map deduced from the heightmap all this done in real time




PS: 4 fps is not fast but it drop to that because of the sniping tool







right now it runs fast because my laptop is a monster but my shader code is obese and need to cleaned up idealy i would also move some part of it off because they don't need to be rendered in real time


also my noise algorithm (wich i though was perlin noise and was not) reached it's limit the more i use it the more visual artifact there are so i will try to create a new one idealy perlin noise for real this time

Tuesday, November 29, 2011

Leaping into 3d

Long time since last post but i'm still working

today i moved the perlin noise algorithm from flat 2d to 3d and made it generate a cube map




i also updated the whole system now each planetary body is gonna be an attractor and apply a force on every other body around,

Monday, August 8, 2011

Physic integration and multi threading

the project is still roling i'm currently building the basis for the game engine i will use later i,m currently using irrlicht as rendering engine and bullet as physic engine


left to do implement sound and a couple other thing

Thursday, July 14, 2011

Result


this was a test temperature in last december


and this is the result after the mod in the middle of july with a slightly higher usage

Sunday, July 10, 2011

Alienware M17-r1 Customized back cover

Some time ago a guy over at the NotebookReview forum had an idea to improve the cooling on the alienware M17

so the idea is to improve the size of the air intake and the airflow across the laptop so i though about it that way if i put somting directly over the fan and a hudge air intake just beside it.



so we start with this


And this is the fan positionings



so the idea is to build something like that



the work begin with this mesh


and use a cuting tool in my case a dremel 4000 with a flex shaft and the metal cutting wheel


now cut the shape in the mesh


after that cut the shape of the air intake in the back pannel


once done assemble both part and ajust the mesh to be sure it fit with mounting holes and other stuf then glue all part together and enjoy

Wednesday, April 20, 2011

Comming back from the dead

no so long ago my laptop failed a bios update wich resulted in a 17" paperweight (currently typing from a 10.1 netbook ....)

lucklyly i knew some one who faced the same issue with the same laptop and pointed me to http://aqstech.com


it's my baby there http://aqstech.com/aqslive/?p=1253 ROFL

Monday, April 11, 2011

Size mathers

Yes your mom was wrong all along or just blatently lieing

no i'm talking about screen size ratio and real estate

so here is a site that explain well the issue
http://sixteenbyten.com/

Monday, March 28, 2011

Learning by your self

There have been very little post here in the last couple weeks don't worrie it's not because I have done nothing.

The programatical sphere project has been completed how ever i droped it cause several issues arised among those the pitching at the poles, the dificultie to generate a good dipolar map or finding one to for that mather,and the lod since the generated part of the sphere are not of the same size lod would become a nightmare

and will likely use a cube sphere

I also started to read a book on shaders it's actualy the first one that gives me a grasp on how they work.

Sunday, March 27, 2011

Space Bound #1: The Consequences of Star Travel




Thus the onlyway we are likely to reach the stars within the life time of our generation is through our imagination or a computer generated world.

Thanks to Tony Darnell for his awsome videos.

Monday, February 7, 2011

Arduino fun

I decided to get my hands back on the micro controllers.
doing so i also found back part of the codes i had at the time

i miss the diffuse material but still a nice little effect i will likely reupload a video if i get a diffuse material


Sunday, February 6, 2011

Tuesday, February 1, 2011

Creating a sphere.

Hell yeah that was the next step.
 Oups some thing gone wrong beginner mistake i guess

it was quite a bit of fun to do (not) this little bugger even still have a hole to the pole but meh a 2 second fix
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/sphere_cylinder/

left to do implement heightmapping, LOD, lots lots and lots of stuff

Sunday, January 30, 2011

QuadCopter

Just look at the video 


Now that it's done you understand why I wan one of these i started the project to build one a bit of time ago already
Using one of these micro controller as brain http://www.arduino.cc/
The rest of the part came from this site http://hobbyking.com/hobbyking/store/uh_index.asp (if you wanna do the same avoid ordering part that are back ordered they seem to never come by or being reimbursed)

All I'm missing is a frame to get started.

Friday, January 28, 2011

Past projects

I had a couple of project in the past that led to different stage of result.


 I found the files of one of these a mod project for a game SOASE sadly the project felt in deep hibernation due to the lack of graphic artist most of the stuff we had where gifts from 3d artists that had spare time and what i could assemble.

This one is the eternal vigilance High Guard scout vessel




This on is the XMC heavy cruiser flag ship  of the High Guard



and a quick edit of the gui i had time to do
I still hope to one day be able to bring this project back to life if a 3d artist ever join the effort.

http://www.moddb.com/mods/andromedamod

Quick update

Today I've been searching to enhance the quality of the renderer I currently use.
Sadly irrlicht is not really friendly with much if anything that is not already built in so the water shader code i could find some time ago entered in conflict with the shadow shader code. the issue is still a little beyond my comprehension. For now i must contempt my self of a improved detail texture and some tweaking to the noise algorithm.


here are 2 screen shots
 i also took the time to diminish a little issue with the water shade that caused the reflexion to stop very close but even them my code is not perfect and we still can see where it stop 
 my next stop will be tryin to get the noise to warp around a sphere without issue  then  ill attack getting a sphere height mapped in irrlicht

Inspiration

I had this project in mind for a long time partly because of the recent game that are way over limited with small maps that just put me off. (In some case the map is just a tunnel wich you are forced to to along and kill X amount of monster on the way)

I was also inspired by a couple of games that push in the same way like the following ones are these that inspired me.

http://pioneerspacesim.net/
This is just a remake of the original Elite game but still it's way better then most game we get these days.

http://www.infinity-universe.com/
This one is certainly the most impressive project i've seen take a look its worth it.

3d Stuf finally goin on

It finally began!



I've had a such project in mind for a long time really a LONG LONG time

However I was lacking both the knowledge and tools to do it.

Even the though it could be done the way i wanna do it aka without having to depend to heavily on a 3d artist. That would just lead to a mental break down due to the work load.

So here we are i began the work on a procedural planetary generator using the perlin noise algorithm so the planet can be auto-generated without having to require a 3d artist to build the whole planet (yeah avoiding the poor guy a mental break down and potentially avoiding a se terabyte of planetary data on your hard drive)

For now I use irrlicht and most of my work is some copy paste from work found over the code spinet area of the irrlicht forum. With some heavy modification to suite my needs and it gave back result. But for now I'm focusing on how to build efficiently a sphere that could be heightmapped and tessellated.
 (you guessed the irrlicht engine was not originally built like that the addSphereSceneNode() function does not intend being treated like that so i have to build it from scratch)


I stumbled over several tutorial how ever many of them a written in some matemagician language i cant understand when i finally found one i could get my head around i also found out my math skills are a bit farther in my memory then i would a liked them to so i guess i will have to get my head around math back. That will be a nice and annoying goal to accomplish.
If you are a little fast you likely also guessed that where i started to fail in math yes it was over the SIN COS and TAN thing so that make the goal a lot more thrilling.

here are some screen shots from the current noise generator:

 this is the first picture using an previous pre-release test  for 2d generated land scape


the current version
 so when i get the thing to work on a sphere with a LOD ill have a interesting planetary generator