Archive for the ‘Video’ Category

Development update: Render to texture

Wednesday, March 13th, 2019

Hi Peeps!

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So a little while back, I got inspiration to do another feature: Render to Texture. A RenderTexture is basically a window, but instead of it being a window, it renders to a texture of a specified resolution!

I made a little monitor to demonstrate the effect, and we used camera layers, to add the scan-lines 😉 I had a lot of fun making it.

Oh right!

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A while ago, we also uploaded another video that demonstrates our character controller, but I forgot to make a post for it! It isn’t perfect, but none the less, it is basically what we used to make our demo “KillVector”!

We’re working on another game/demo, but sadly, it won’t be done in time for this years Revision Demo party We’ll still be there! I do hope we have something again next year!

Hope you like the videos!

Regards,
Wracky

Work in Progress: Inverse Kinematics

Thursday, April 19th, 2018

Hi Peeps!

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We’re back at it! It’s not that we haven’t been working on anything. Its just that we haven’t posted about it 🙂
Time to make up for it! We’ve created another video about some work Micron has been doing on Inverse Kinematics. It’s not completely done yet, but it’s a nice bit of progress to show you.

This video shows how our character tries to reach for the red cube while observing the limits of his left arm, and the joints-limits in his wrists and elbows.

We’ll try to be a bit more active over here! We already have another video planned 😉
Hope you like the video!

Regards,
Wracky

“KillVector” made 4th place at Revision 2017 game compo

Saturday, April 22nd, 2017

So! We made 4th place with our demo “KillVector” at the Revision 2017 game competition. 

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The game compo was really close! And even though we didn’t make it into the top three, we did have a lot of fun (and stress) getting our demo out in time. We’ve learned a lot in the process, and our Piko3D engine has been improved a lot over the last couple of months.
I’ll try to update a bit more frequently this year, and keep you posted on our progress.

I would like to give special thanks to Dascon who provided us with menu and gameplay music for our demo.

You can download our demo release at the following sites:
pouet.net: https://www.pouet.net/prod.php?which=…
demozoo: https://demozoo.org/productions/170870/

or directly from scene.org:
https://files.scene.org/view/parties/…

We know the game still has some issues, but it’s still fun to play. If it crashes on you while switching resolutions, just restart. It will have saved your settings 😉

You can watch the full competition here.

Regards,
Wracky

Physics: Animation and Ragdoll

Monday, July 1st, 2013

Hey everyone!

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We have another video for you to watch. Micron worked his ass off to get animation and physics to work together! We’re still improving, but we now have support for Bone animations with Physics, and Ragdoll support! And it looks awesome 🙂

Currently, this is all done with ODE, but we’re thinking about switching to Bullet physics, since ODE seems a bit dead in the water.

If you paid attention, you can see that the video also shows the real time spotlight shadows I implemented. They’re very simple at the moment, but they look good already. I’m currently working on Directional lights and I hope we can have a new lighting video up soon 🙂

Keep ya posted!

Regards,
Wracky

Basic OpenAL Implementation

Thursday, January 3rd, 2013

Hey everyone!

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No we’re not dead. Just didn’t have a lot to show you 😉
But here’s some new stuff! And more is on the way!

I’ve been doing some debugging recently, started working on our own file format, but most of all,
debugging is a lot better now! I wrote a logger, and a better exception handler, and error messages.
Piko3D now writes logs, and it no longer crashes upon error 😛

In the mean time, Paramike finished the first part of our OpenAL implementation! And it’s awesome 😉
Everything you see in the video is done in Angelscript. We added things like a camera “Look at” option, and “join”, which
syncs 2 object positions 🙂 Useful for attaching sound sources to objects 🙂

In the mean time! Micron has been working on a debug renderer, so that he could actually see what he was doing while implementing bone animation, and I have to say it is coming along nicely! We’ll show you more next time!

Sorry for the delays guys. I hope we can do more updates soon. If I can keep myself away from star/mine craft for long enough 😛
But things are looking good!

For now! Enjoy our OpenAL: Doppler effect video!

Talk to you later!

Wracky

Deferred Lighting: Point- and Spotlights

Thursday, August 2nd, 2012

Hey everyone!

[youtube_sc url=PM6y-Jt617k width=240]

Time for another update!

I’ve implemented spotlights, and optimized the light rendering a bit. Point- and spotlights now have proper falloff, and can be animated.
We’ve put a video together for thisone, showing you the state of our renderer up until now.
It is possible to set the “shininess” for separate object, so you might notice our little spaceship to be a bit more shiny than the rest
of the scene.

This is all just simple test models and geometry I had laying around. Perhaps for our next video, we’ll have some more eye candy models,
and I hope proper textures, to show you. 😉
Next up: Shadows and Transparencies!

Until next time!
Wracky.

P.S. Oh yeah, and we’re all kinda hooked on minecraft.. so progress is slow atm 😛

Pixel shaders!

Monday, January 23rd, 2012

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Shaders baby!

Hey everyone!

Here’s another progress report!
Got some basic shaders to work! Actually the shaders weren’t that much work, But Piko3D now has a proper resource management system around them too!
I’m currently working on an OpenGL renderer, but if we ever build a DirectX one too, it should be possible to switch between OpenGL and DirectX in runtime!

Anywayz, next up for me is testing, and pushing parameters to the shaders. I’m currently working in OpenGL 3 which allows me to phase out static functions gradually. This means that I can set up a static function pipeline, and than swap out the shader pipeline bit by bit, which makes testing a breeze 🙂 When everything is done, I’ll switch to OpenGL 4.2 entirely.

The little video you see here is basically a fragment shader “Hello World” that was made a bit fancier 😉 It renders BRICKS!

Anywayz, Talk to you later!

Wracky.

Dynamic Octree Scene Graph! (Video)

Saturday, October 16th, 2010

Octree Scene Graph Demo

Hey Everyone!

Seriva, Micron, ParaMike and I got together this friday/saturday for a little Piko3D development LAN! We worked together on various subsystems and made good progress! Micron started on support for bone animation and ragdolls, Seriva did some more prep-work for the OpenGL 3.x renderer and ParaMike and me worked on some minor fixes and a cool scene graph video!

I actually spend some time in blender again and created a little space ship to use in our tests and demos. We call him pete, and you can see a whole bunch of him flying by in the video as our dynamic octree tries to keep up 😉 The video is devided in two parts. The top part shows you the action, while the bottom part shows the scene graph and objects as they move by 🙂

Piko3D uses space partitioning (in this case an Octree) to be able to quickly determine different things, like what objects are in view right now, and which objects are getting so close together that physics should start worrying about collisions!

The Octree you see in the video is fully dynamic. There is no need to tell the system ANYTHING about how many objects there are in the world, how big they are and how they move around. Each node in the octree is autonomous and together they determine where a new root, new nodes or leaves need to be created, and who gets to be the root! This means that the entire octree can move around as it is needed. This is demonstrated in the video which shows a couple of hundred of space ships all moving right at the same time. Note that only the nodes that contain objects are drawn in the video, to keep things clear 😉

Till next time!

Regards, Wracky.

Added ODE Motor and Joint implementation! (Video)

Saturday, April 10th, 2010

ODE joint and motor demo

Hey everone!

Here it is. I’ve been adding support for ODE joints and motors to Piko3D. Joints come in many types, and can be used to create hinges, balljoints, universal joints, pistons, sliders etc. ODE gives us the option to add motors to joints. which can be used to make things move.

I’ve made a little video again that shows a small car driving through a set of doors and crashing into a wall. Took me some time to set it all up so I hope you like it 😉 enjoy!

Regards,
Wracky.

Update: Click here for the alternate version

Time scaling in Piko3D with ODE physics (video)

Monday, December 21st, 2009

Time scaling in Piko3D

Very happy to tell you that Paramike has been working hard on Piko3D’s physics implementation these days! The initial ODE implementation is being cleaned up and extended.

Now it’s possible to do time scaling. This means that time can be scaled in any world, which causes it to seem like it’s running in high speed, or in slow motion, and everything will continue to be simulated as normal. Physics frames are interpolated to keep them consistent and smooth even in slow motion!

Ofcourse, credit where credit is due, the idea came from Glenn Fiedler, see http://gafferongames.com/game-physics/fix-your-timestep/.

Here’s a new video showing some “bullet time”-like action in Piko3D. Still with boxes for now 😉
Be sure to check out the Piko3DEngine youtube channel here.

Hope you enjoy this little video 🙂

Regards,

Wracky