Added: 11 months ago
From: xtiam57
Views: 29,994
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  • you need to make this into some sort of Skyrim Spin off. 

  • @MercifulBeing Okay then how does it compare? Explain it please haha

  • Now this is some constructive critisism but, This simply wouldnt compete with games on the market today..

  • @GabMesIRT what do you mean?

  • kind of a lying title here

  • ps and when I say notch more I really mean he lacks a notch of knowledge. (as in creator of minecraft notch)

  • @xtiam57 and @WazamRiteUpDaGiggity

    Don't look down on openGL. OpenGL can do this.

    /watch?v=2AVh1x-Uqjs

    It depends on the programmer's limitation. The guys who did what's in the link I just pasted have little limitations knowledge-wise. This guy on the other hand is just a notch more limited in that respect.

  • Very realistic! You still need to optimize alot or the poor fps is from the recorder...

    You could really make a game out of this.

  • @jotainon Thanks!. As you said the poor FPS is from the recorder (real FPS = 60). Thanks for comment.

  • you went to far with the realisticness

  • Oh man... would you be willing to have a free pupil? Nice program!

  • @xSkothx jaja thank you, I'm glad you liked it.

  • @pablojavier99 ME TOO!

  • Lol OpenGL has a long way to go to reach DirectX11's capabilities.... Even the OpenGL 4.1 tessellation is shit compared to DX11

  • @WazamRiteUpDaGiggity I am agree but this was a university project and I had to use OpenGL, so..

  • @WazamRiteUpDaGiggity awww another hating fanboy that hasn't programmed one single line of code himself

  • @ThePC007 Thats what I was thinking

  • hmmm...

    i still think physx does better

    too bad only pc's with physx

    can see physx

    i tried a screensaver on my school laptop

    and it was littlerally 2 textures moving around on top of eachother

    AND IT STILL LAGGED!

  • How did i come here from minecraft?

  • This is awesome! Very, very awesome! I am currently taking a class in which we use GLSL to implement shaders. For my final project I am implementing an underwater scene. I would love to chat with you if you ever have the time!

  • @matthewblangston Thank for the comment! and sure, I can give you some suggestions in how to implement your scene.

  • dewd ur programming skills are legendary compared to mine :/

  • @unifix123 thx for the comment!. Computer graphics are awesome when you enjoy what you do!

  • Oh, really good work man!

  • @weezerin Thanks man!

  • I think it looks great but needs a bit more blue or gray colors to it,i dont think a lake could be THAT clear.

  • Dev question : how did you manage to do the GLSL for the reflections and refractions, every online thing about it all just gives me texture based enviroment mapss for the relfections. I have a bunch of stuff complete for research (hardware tessellation, radiosity/lambertian reflectance, AA and Bloom) but I can't find anything explaining how to go about reflectance. Do you put it as a rendered texture like a depth map or reflect the eyevec?

  • @PXaramillo As far I know, reflections on OpenGL are done by rendering the scene twice, one time for the scene itself and one time for the reflections, but if you manage to get them working via shaders, I would be happy...

  • Impressive list of things. I would work more on the sky though.

    Do you use 3D perlin noise to generate the textures..or are you projecting 2D perlin noise ? I like the lighthouse!

  • @mrrgu I used 2D perlin noise for hight map texture.

  • @mrrgu Thx for the comment

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