Hahaha that's funny. Nice work! Soon we can make cut-scenes with the editor!
There's no scripting involved (at least not traditional scripting), the motion and other effects were applied using components, which were then added to objects in-editor.
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Mmm... (thinking)... a scripting system based on components... a new Sunburn manager maybe...
Time to get the thinking cap on.
Well, I guess It's time it's my turn. :)
I am currently working on my engine framework for my first game. I've completed most of minor technical aspects of the engine, so now I will be integrating Modern RealTime Rendering Techniques such as SSAO, Depth of Field, Motion Blur, etc.,
I'm first starting with SSAO - I used the concepts of the Horizon-Based Ambient Occlusion technique found on NVIDIA site.
The scene shown below only have 2 lights. One sun light and One ambient light (from the starter kit)
without SSAO ...
The Screen Space Ambient Occlusion Render helped define the shadows and more. :)Notice the Shadows on the red cloths and under the archeswith SSAO...
SunBurn deferred renderer makes it pretty easy to integrate. Next up Depth of Field...
Wow, AAA looking stuff :)
Where did you get that model? I only have the bare model without the cloth.
the SSAO seems to work pretty well on the cloth parts btw :)
Contributor on the SunBurn sgMotion Animation Library open source project.
Awesome work Nelxon, that looks great!
Where did you get that model?
Where did you get that model?
It's from the CryTek site. Perfect for testing lighting and rendering.
Here a video of the ambient occlusion effect in action...
If you want more insight, http://www.nelxon.com/954/horizon-based-ambient-occlusion-in-xna-4/
Oh and in case you guys have forgotten... SunBurn is Awesome! :P
Nelxon:It's from the CryTek site. Perfect for testing lighting and rendering.
I saw your vid on YouTube, looks pretty great.
Myself am working on finalizing the Gizmo component, as an major update to the current release available on codeplex.
It's 04:30 AM here and I'm finally getting some stuff done. I was breaking my head over an Plane transformation that was causing some issues. In the end I decided to build a small visualizer for the Plane object (the Quad + Line indicating its Normal in the image below) After having the visualization I had a better understanding of what transformations were applied and what was causing these unexpected results. It took me less than 30min to fix it after. Conclusion: <3 visualizing bugs.
Visualized Plane object on the left, acts as a wall for the mouse to collide against to determine the amount of 3D translation required on the selected objects.
With that almost finished, I can start working on the final stage, some polish and additional on-screen info. The result should be close to 3D Studio Max & UDK's Gizmo/Widget components, at least that is what I am aiming for. Hope you guys will find use for it even though you got most of the functionality already built-in with the Sunburn Editor... :)
Looks as good as a AAA game yet?
Depth of Field and Horizontal Based Ambient Occlusion...
I haven't even added the HDR Lighting yet... this scene still only have 2 lights.
I love SunBurn!
Yes sir, 2011 is looking real good for indie games. :)
btw John, this is using the Disc Blur Technique.
Top image is best :) Thought you were comparing it to CryEngine sample, only to realize it was your own screenshot :P
Wow :D Amazing :) How did you learn writing such great shaders? I do not find very much about shaders in the internet
Here is a sample of Depth of Field working in SunBurn. I've added a few more lights to the previous example and used volumetric lighting to help build the atmosphere.
Wow this is simply amazing work Nelxon! You aren't kidding when you say AAA quality. Really inspiring stuff.