Share what you are working on

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Top 100 Contributor
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SunBurn_Community_Licensee
SunBurn_Pro_Licensee

Hahaha that's funny. Nice work! Soon we can make cut-scenes with the editor!

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SunBurn_Studio_Licensee

Hi Tom,

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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Awesome XNA Videos – Lighting, Rendering, and game videos

Top 10 Contributor
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SunBurn_Community_Licensee
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Mmm... (thinking)... a scripting system based on components... a new Sunburn manager maybe...

Time to get the thinking cap on.

;-)

 

Top 50 Contributor
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SunBurn_Community_Licensee

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 arches
with SSAO... 

SunBurn deferred renderer makes it pretty easy to integrate. Next up Depth of Field...

Top 75 Contributor
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SunBurn_Community_Licensee

Impressive :O

Top 50 Contributor
Posts 79
SunBurn_Community_Licensee

Wow, AAA looking stuff :)

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SunBurn_Community_Licensee
SunBurn_Contributor

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.

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SunBurn_Studio_Licensee

Awesome work Nelxon, that looks great!

 

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Top 50 Contributor
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SunBurn_Community_Licensee

Tom:

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 

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SunBurn_Community_Licensee
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Nelxon:
It's from the CryTek site. Perfect for testing lighting and rendering.

Nice.

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... :)

Contributor on the SunBurn sgMotion Animation Library open source project.

Top 50 Contributor
Posts 123
SunBurn_Community_Licensee

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 10 Contributor
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SunBurn_Community_Licensee
SunBurn_Contributor

Top image is best :) Thought you were comparing it to CryEngine sample, only to realize it was your own screenshot :P

Contributor on the SunBurn sgMotion Animation Library open source project.

Top 75 Contributor
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SunBurn_Community_Licensee

Wow :D Amazing :) How did you learn writing such great shaders? I do not find very much about shaders in the internet

Top 50 Contributor
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SunBurn_Community_Licensee

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. 

 

Top 50 Contributor
Posts 93
SunBurn_Community_Licensee

Wow this is simply amazing work Nelxon! You aren't kidding when you say AAA quality. Really inspiring stuff.

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