tag:blogger.com,1999:blog-9193968969153274146.post2705319623893918846..comments2023-05-20T12:08:52.031+02:00Comments on In The Games Of Madness: Tech feature: Sunlight with ShadowsFrictional Gameshttp://www.blogger.com/profile/00278352641328669040noreply@blogger.comBlogger35125tag:blogger.com,1999:blog-9193968969153274146.post-17689918884990266232011-06-17T01:41:08.279+02:002011-06-17T01:41:08.279+02:00This is really impressive, man! I've played al...This is really impressive, man! I've played all three Penumbra games and Amnesia, so witnessing the new "super secret" game being developed is a pretty neat thing! Another thing I'm excited about is the fact that you're working with outside environments and terrain, meaning you're upcoming editors for the game (if released without charge I hope) will incorporate this new tech and more. I loved the HPL2 editors for Amnesia, but I felt so limited knowing I was within the bounds of having to base my story off an indoor environment and atmosphere. I remember some guy made their own story based in an outdoor environment but to be honest it wasn't pretty :P. Anyways, good luck to you and the rest of Frictional Games with this project and hopefully any future projects to follow!Krymtelnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-4737613286392922032011-06-17T01:33:39.587+02:002011-06-17T01:33:39.587+02:00This is really impressive, man! I've played al...This is really impressive, man! I've played all three Penumbra games and Amnesia, so witnessing the new "super secret" game being developed is a pretty neat thing! Another thing I'm excited about is the fact that you're working with outside environments and terrain, meaning you're upcoming editors for the game (if released without charge I hope) will incorporate this new tech and more. I loved the HPL2 editors for Amnesia, but I felt so limited knowing I was within the bounds of having to base my story off an indoor environment and atmosphere. I remember some guy made their own story based in an outdoor environment but to be honest it wasn't pretty :P. Anyways, good luck to you and the rest of Frictional Games with this project and hopefully any future projects to follow!Krymtelnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-33594012606353128172011-02-17T18:36:46.753+01:002011-02-17T18:36:46.753+01:00Sunlight and grass (as seen in YouTube video) ! Ma...Sunlight and grass (as seen in YouTube video) ! Maybe I will love the next Frictional game even move than I loved Amnesia :)Niavlyshttps://www.blogger.com/profile/08784240453919624571noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-49893596237627468192010-10-21T12:48:00.243+02:002010-10-21T12:48:00.243+02:00This might interest you thomas:
http://themadover...This might interest you thomas:<br /><br />http://themadoverdose.blogspot.com/2010/10/top-10-budget-games-to-play-for.html<br /><br />Amensia is on their Top 10 List of games for halloween. :)Marionoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-35582175766072922272010-10-18T18:52:09.789+02:002010-10-18T18:52:09.789+02:00Congratulations as always, Thomas. Posts like thes...Congratulations as always, Thomas. Posts like these are my favourite ones. : )Anderson_JAGhttps://www.blogger.com/profile/17789389884682700409noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-19046045307833100212010-10-17T00:16:18.246+02:002010-10-17T00:16:18.246+02:00But what was the solution? The puzzle is gone now,...But what was the solution? The puzzle is gone now, and the people PM each other so others could give it a try, so there's no answer anywhere on that thread.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-54712334497564966802010-10-17T00:03:28.167+02:002010-10-17T00:03:28.167+02:00Found it, OMG, I you got so many of us frustrated,...Found it, OMG, I you got so many of us frustrated, LOL!!!<br /><br />=======================================================<br />Quote (Thomas, page 13 (symbolical...), post 128):<br />-------------------------------------------------------<br />"I am awfully sorry, but there have been an error in the puzzle and it has now been fixed.<br /><br />The line <br />8, 6, 9, 6, 11, 8, 13,<br />has been expanded to:<br />8, 6, 9, 6, 11, 8, 13, 10, 15, 8, 11, 4, 9, <br /><br />Website has been updated..."<br />=======================================================<br />Link:<br />http://www.frictionalgames.com/forum/thread-2375-post-24572.html#pid24572Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-38314767556558606812010-10-16T23:01:57.541+02:002010-10-16T23:01:57.541+02:00There is a LONG thread on the forum somewhere with...There is a LONG thread on the forum somewhere with discussions and some people eventually finding the solution.Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-82241303123931352432010-10-16T15:31:20.174+02:002010-10-16T15:31:20.174+02:00contd.
And in the game description, it even says:
...contd.<br />And in the game description, it even says:<br /><br />"Amnesia: The Dark Descent - Not much is known about this upcoming but exciting game from Frictional Games. [...]"<br /><br />You probably haven't changed that since it was called "Unknown".<br /><br />BTW, I solved the first (easier) puzzle on the old Unknown site - the spiders-related quote from Penumbra. What was the solution for the second part? Whit all the numbers?<br />(And what was the text box for?)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-63064777632449917922010-10-16T15:24:45.331+02:002010-10-16T15:24:45.331+02:00@Frictional:
You could update the Frictional Game...@Frictional:<br /><br />You could update the Frictional Games site: Amnesia is still listed in the "In Development" submenu...Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-39283920074691584062010-10-16T01:32:45.536+02:002010-10-16T01:32:45.536+02:00besides graphics maybe a physics engine update? I ...besides graphics maybe a physics engine update? I mean newton is ok and everything but since you guys have money now, you could look into havok or apex which has fully destructible environments, cloth and fluid simulations.<br /><br />Umbra occlusion booster instead of the CHC you have? Or maybe your version is better who knows.<br /><br />The animations and AI could be greatly improved as well. I really wanted that corpse in the morgue in Amnesia to slowly stand up from the table and turn its head towards the player.<br /><br />What would be really unique but is probably way too hard to do is ability to burn things. Like a candle would burn a piece of cloth. <br /><br />http://software.intel.com/en-us/articles/an-overview-of-procedural-fire/<br /><br />Just an idea :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-76982577579707287242010-10-15T11:57:10.863+02:002010-10-15T11:57:10.863+02:00great stuff Thomas really great stuff im excited f...great stuff Thomas really great stuff im excited for you guys i've always wanted to be a game devoloper wish i could work for you guys lol be cool to work with my favorite dev team.Caseynoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-52291073803316423082010-10-15T10:29:22.335+02:002010-10-15T10:29:22.335+02:00Really looking forward to your next game :) I boug...Really looking forward to your next game :) I bought both Amnesia and Penumbra Overture although Penumbra Overture has a lot of graphical glitches and a pause problem but it could be the edition I have. I wish I knew how to do these things might look up open glAndrewhttps://www.blogger.com/profile/03066249962204003237noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-35046325447659750492010-10-15T09:20:27.340+02:002010-10-15T09:20:27.340+02:00Thanks for the link, not seen it and it was a good...Thanks for the link, not seen it and it was a good overview of a few tech bits. I think I have detailed papers on all of them, but always good to have a simple overview.Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-8159868746446129922010-10-15T00:14:27.602+02:002010-10-15T00:14:27.602+02:00Hey Thomas, have a look at this:
http://developer....Hey Thomas, have a look at this:<br />http://developer.download.nvidia.com/presentations/2010/futuregameon/LouisBavoil_ModernRealTimeRenderingTechniques.pdf<br /><br />Maybe you could find some ideas here on how to make hpl3 look amazingAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-79615616272003447652010-10-14T13:14:23.476+02:002010-10-14T13:14:23.476+02:00Oh, by the way, you said:
"the entire rendere...Oh, by the way, you said:<br />"the entire renderer is a actually just a module".<br /><br />Why "just" - a dll is absolutely the right way to go.<br />But I was not (well, not entirely) referring to the module-level, but I was thinking more on the class and api design and the interaction between the objects.<br /><br />Projects can greatly benefit when future changes are considered during the design phase, because (ideally) the software ends up being constructed in such a way that the addition of features is made as painless as possible.<br /><br />Are you (your coding team) familiar with Go4 Design Patterns?<br />I was rather surprised when I realized that there are many developers who consider them to be something abstract and theoretical, but in fact they address very practical design problems, and are very powerful and flexible.<br />Some people come up with something similar after accumulating the experience with dealing with such problems themselves - in fact, Patterns are the result of industry experience and best practices.<br />Have you used some of them in the engine?<br />If, not I think investing time to understand the concepts behind them is well worth the wile, and your projects will crucially benefit from this knowledge.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-46581209323227530112010-10-14T13:00:04.489+02:002010-10-14T13:00:04.489+02:00Yes. The two final images (IMO) use display the ex...Yes. The two final images (IMO) use display the exact same illumination - the same lighting model, if you will - the only difference is that in the upper one the same texture is used for everything, and in the other one the objects use a different, darker texture, thus appearing less lit. To someone not familiar with how light works this might seem strange when shown like this - out of context, however this is how light behaves in the real world! Darker objects reflect less light.<br /><br />I find it useless to ask what someone who hasn't been involved with some kind of CGI, thinks about this kind of stuff, unless it's a final image/render, because a meaningful answer requires some insight. <br />That's too bad, though, because it means that CGI artists/programmers are more or less on their own :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-4919736265537946222010-10-14T11:29:22.251+02:002010-10-14T11:29:22.251+02:00Shadows suffer from some bias problems. Stuff that...Shadows suffer from some bias problems. Stuff that can be fixed by tweaking some variables. And as a the poster above me say, the textures are quite dark for the machine.<br /><br />Guess I have to do some more tweaking for next screens :)Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-10004645868287774862010-10-14T11:14:27.499+02:002010-10-14T11:14:27.499+02:00@Anonymous[14 October 2010 09:51]:
That's beca...@Anonymous[14 October 2010 09:51]:<br />That's because the objects use a darker texture. In the actual game it can be tweaked to look as best as possible.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-53711406560377827072010-10-14T09:51:12.313+02:002010-10-14T09:51:12.313+02:00The final image looks a little false - as if the g...The final image looks a little false - as if the ground is lit more than the objects, and the leftmost object's shadows look wrong?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-38576640252847228702010-10-14T08:55:21.127+02:002010-10-14T08:55:21.127+02:00It is not totally linear since a dot is used. See ...It is not totally linear since a dot is used. See here: http://www.yaldex.com/open-gl/ch12lev1sec1.html<br /><br />The engine where not really design for sun shadows, but I have tried to make it as expendable as possible (the entire renderer is a actually just a module, so it is easy to switch renderers). But aware that for other features, especially if I focus on multithreading, I might have to do serious changes.Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-66605421910844319682010-10-14T05:59:28.728+02:002010-10-14T05:59:28.728+02:00I can't wait to pee myself.
Outside!
Just k...I can't wait to pee myself.<br /><br /><br />Outside!<br /><br />Just kidding. For all I know you're making a spinoff of Mirror's Edge or something.Bythhttp://www.bythmark.deviantart.comnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-65819559728327543742010-10-14T01:47:08.525+02:002010-10-14T01:47:08.525+02:00Nice (I just registered so I could see it :)). BTW...Nice (I just registered so I could see it :)). BTW, I the hemispherical ambient was the right choice because you can get some really nice-looking results with little expense. I've been experimenting with something similar myself using DirectX pixel shaders.<br />Can you freely modify the way the two colors are blended - linear interpolation is not the best way IMO. If you take a sphere - the upper half should mostly be affected by the color of the sky, the *narrow* (like 10%-15% of the diameter) middle (equatorial) ring should be the transitional, and the surface below it should be affected mostly or only by the reflected ground color. The objects close to the ground - meaning pretty much anything that's not airborne, receive little reflected light at the base - in case of the sphere, at the very bottom the ambient color should fade to black as the normal vector approaches the vertical (but this affects only the *very bottom* part of the sphere).<br />If you have the means, try it - it looks great. Test it also on the torus and the standard teapot models.<br /><br />One more question: code-wise, was the game designed with these additional features in mind? If not, then adding features will only get harder and harder, until you hit a point where a major refactoring will be needed. What I'm saying is, it's better to analyze this and where required refactor/redesign sooner, than later.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-87942391328493953382010-10-13T23:47:53.248+02:002010-10-13T23:47:53.248+02:00Oh, in case you are curious, here is the hemispher...Oh, in case you are curious, here is the hemispherical ambient with SSAO:<br />http://frictionalgames.com/forum/attachment.php?aid=731Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.comtag:blogger.com,1999:blog-9193968969153274146.post-26085098125952305922010-10-13T23:35:00.941+02:002010-10-13T23:35:00.941+02:00sebh:
I might try a global SH, but it might be a b...sebh:<br />I might try a global SH, but it might be a bit expensive since I have to do it per-pixel. Should be easy enough to test. And pre-computing from a single cube-map should not be a problem. <br /><br />"Will the Light Pre-Pass Renderer include occlusion mapping?"<br />The engine already have SSAO and this is what will be used later on too. I will go over it though and make sure the high rez mode runs faster and gives a bit better result. Will need to check when we get the game's super secret environments up and running.Thomashttps://www.blogger.com/profile/02945983378935089787noreply@blogger.com