Lulzfish I post videos of some things I program for fun, usually using C++, usually with OpenGL 2.1.
I know nobody gives a shit, but in case there's like 4 or 5 people who watch my videos:I'm done.As outlined in the video: Looks like HTML 5 is gone, can't download videos, can't figure out how to open comments.For my tiny viewership, it would be easier to host it on my home server.I can't figure out how to delete this, either, so the videos will stay up until blip.tv decides I'm not "viral" or whatever.Seriously, the annoying orange? That's the worst shit on YouTube. That's the last goddamn th...
They're inaccurate, but you can't really have a car without some kind of reflections, and without raytracing it's about impossible to get good reflections in an arbitrary environment. I would have uploaded this earlier, but I was trying to get the in-engine recorder to work. But then I didn't, and I used recordMyDesktop anyway.
This was a huge pain to do. In order to get shadow volumes, you have to find the silhouette of your object, from the perspective of the light. Then you have to extrude that silhouette to infinity (represented here by 100 units, which is more than enough) Then, if you're using z-fail, you also have to cap both ends so that the volume is "watertight". If you're using z-pass, then it gets even worse. So I have a ridiculous vertex shader and a totally different mesh data pipeline for these silhoue...
I didn't realize it's been forever since my last video. A whole bunch of things have changed with the Lamborghini demo, and hopefully the "Paragraph" description in blip.tv can keep up with them: (Roughly in reverse order, so newest first)Added spotlights to my uber-shader. The spotlight is uploaded as a 4x4 matrix that transforms world space into "lighting space". It turns out it's really easy to find the inverse of the usual OpenGL 4x4 matrix, so I did that directly on the CPU and upload the...
I'm back with a vengeance. A while ago, I realized that the domino thing was pretty boring, so that's on hold / given up on for now. I sort of had this idea for a racing game, but instead of doing that, I decided to download a model of a Lamborghini Diablo and try to import it into lul-engine. I had to make tons of modifications to the Blender export script (updating it to work with Blender 2.5, even) and to how the engine thinks of meshes, and then I threw in VBOs as well. Unfortunately, my a...
I finally added that linked list thing to my domino array class, and after fixing a bunch of segmentation fault bugs I didn't notice at first, tried using it. Well, as you can see at the end of the video, it does still crash sometimes, but I can figure that out. In the meantime, dominoes can now be sorted by their distance from the camera. This looks pretty good on the glass dominoes, much better than no sorting at all, but it's not physically accurate, and there's a pretty wide range of camer...
Now when I right-click with the mouse, a small explosion hits nearby dominoes. I was thinking it should scale with the inverse square of distance, as spheroid physics things tend to do, but it's simpler to do the inverse of distance. I might fix that later. There's also no graphics associated with the explosion, so now I have an excuse to possibly implement particles. I also added something to the domino's (and the ground's) reflection that roughly approximates the Fresnel effect, so the refle...
My desktop has a weird GLSL glitch. Pretty sure it's normalize()ing wrong.
I was going to make transparent dominoes, but then I didn't.I was busy doing a lot of math that would sort them into back-to-front order, but that took a while, so I threw in a skybox to make the scene look cooler. Then I reused some of the specular code to add environment mapping. It was cool.
This description got a bit long, and then I wrote some unrelated thoughts after it. The whole thing should be at http://troyanonymous.homelinux.com/files/lulzfish/Dominoes-3.html The video description is just the first 3 or 4 paragraphs.