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Topics - Andrew.Smart

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Coding / idTech2 running on Urho3D
« on: February 16, 2016, 04:39:57 pm »
Saw this nugget in the IRC logs by poVoq (who didn't make it past forum registration):
http://colabti.org/irclogger/irclogger_log/ufoai?date=2016-01-15

I realize I hit a UFOAI taboo :-) Looks like the author was/is working on porting Quake2 to his Urho3D fork (MIT licensed).

EDIT: Hmm with a simple naive look, it looks like he was just loading/rendering idTech2 resources with Urho3D. I'm no engine expert. I wonder their thoughts were? I'll have to post over there sometime. They probably found ufoai on wikipedia as it's the first open source game listed under games that use idTech2: https://en.m.wikipedia.org/wiki/Quake_II_engine

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Discussion / Discuss 'night vision' effect using GL Shading Language
« on: August 25, 2010, 08:06:10 am »
On activating the IR goggles I could apply a 'night vision' shader for that turn.  I want to get some feedback.  I don't see any other proposals like this:
http://ufoai.ninex.info/wiki/index.php/Proposals

My motivation is I can't see much in the night maps, even after tweaking lots of settings.  I know I'm not alone.  I like that the darkness is for realism but it is too strenuous on the eyes.

I'm interpreting the IR goggles as a device that magnifies the amount of received photons:
    http://upload.wikimedia.org/wikipedia/commons/5/52/Nightvision.jpg
    http://upload.wikimedia.org/wikipedia/commons/thumb/8/83/PEO_ANAVS-6_NVG.jpg/800px-PEO_ANAVS-6_NVG.jpg
Not thermal imaging:
    http://en.wikipedia.org/wiki/Infrared
Are the IR goggles intended as a thermal imaging devices?  If so, I could make a different piece of headgear for my night vision purpose.

I noticed that clicking the IR goggles takes up 12 TU. When exactly does the improved visibility for that unit end?  (I apologize I could look in the code and see what really happens, but I'd rather ask)

I have not submitted a patch as things aren't perfect yet.  I'll do this all myself but I'd appreciate any tips & directions from those more intimate with this project.  For example I see I may need to write some code in ./src/client/renderer/r_program.c, and all my GLSL will be in ./base/shaders/world_fs.glsl

This is a screenshot without the UI with my night vision (dated Aug 23rd) applied:
    http://i558.photobucket.com/albums/ss30/andrewusu/ufoai/Screenshot-UFOAI.jpg

I plan to:
  • Use a darker shade of green in the shader to make the green selection box more distinct.
  • Apply the 'night vision' algorithm after the glow effect (so that the yellow/red/blue glows will glow green).
  • I could make things slightly fuzzy looking like in the wikipedia pictures for realism (uses a little more GPU resources).
  • Sharply fade into the 'night vision' when the IR goggles are applied and sharply fade out when the IR goggles' effect ends.
  • Apply the normal battlescape shader when a different unit is selected, and reapply the 'night vision'  if an IR wearing soldier is selected.
  • I've heard looking at a bright light source while wearing night vision (that amplifies light from the moon and stars) temporarily blinds the wearer; even looking up into the night sky is blinding.  I can white everything out if it is a day map; In the night maps I can also bias brighter colors to be more white (lights will be much brighter and will appear to have a bigger radius).

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