Added: 5 years ago
From: handkor
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  • ¨THIS IS FROM FAR CRY INSTINKS TAK BACHA

  • minecraft

  • wtf not even minecraft...weird.

  • THIS IS MINECRAFT!

  • make minecraft look like this.

  • Comment removed

  • Looks like ice.

  • I think this is just normal mapping ;) not very difficult

  • @ZER0H8CK It's normal mapping and fersnel lighting calculation to get the water's color and reflection amount. The normal map is only used to provide the surface normal the rest is used to calculate the fresnel term.

  • @handkor Can you please show the code of your shader program?

  • @Pavel1915 From a post 3 years ago, this is all you needs:

    float fresnel =clamp(1.0-pow(dot(R,WSBumpNor­­mal),0.375),0,1);

    float4 final_color = lerp(deepWaterColor, 0.45*cubeMap+surfaceWaterColor­­*0.6,fresnel);

    Where R is the reflected view vector and WSBumpNor­mal is your world space surface normal.

    HDR Cubemap works best for creating the nice glowing spots. There is also a bloom pass in post process.

  • Very nice.

    Are you going to share the source for this?

  • Great looking water now if we could just have a volcano on that island :)

  • do i have to know how to do windows based aplications to start with xna ?i just know how to make console based aplications not windows..anyone ?

  • @yandykun No, the templates to start an XNA project a pretty much self contained. Starting an empty game project does not have much overhead.

  • Beautiful use of the water shaders. Have you actually made and completed any games?? I see alot of great people on Youtube with XNA but no great games being made! Lets see these demos/test runs put to use!

  • @sedativechunk I have two games out on XBLIG ("Plows in Hell" and "Hive"). Both of them were made for the DreamBuildPlay competitions. I put all my projects on hold and I am working on another game for DBP 2011 right now, I started that project only 2 months ago. As for using the water shader, it is currently being used in two unfinished projects that I hope to go back to working on later this year.

  • LOL! You're Jesus!

  • Looks better than Spore. :D Nice job, man! 55555/5

  • it looks like plastic

  • Good start, but the scaling of the water doesn't suit the island - needs waves

  • better than cryengine for sure..

  • @nokillings It's really worstly then water in crysis. Waves in real world are more sharp. See anything video of sea. Sorry for my bad english -_^

  • @Infinity9263 you must be joking right this was made by a person a.k.a normal user and crysis water and other stuff was made by a team and a big team with game designers,programmers etc etc , you can´t compare the two things!!!!

  • @rcorreia23 You are totally right. And Crysis in partcular, last I read that game is sporting over 2,000,000 lines of programming. It took me a year to write about 12,000 lines of code for a game I am working on. It's not really about the lines of code but to make a quality product, it takes a team to write something the size of Crysis. The demo here youtube is great work for one man, if this guy worked with a team he could probably accomplish great things just like Crysis.

  • That's what I call water! Nice!

  • Looks nice :D

  • This is very nice my friend

  • Nice looking water but you need some edge smoothing to stop the harsh lines appearing at the edges of the water

  • looks more like frozen water

  • Hey just wondering: do XNA games for the 360 force it to restart like on my Zune? It seems impractical for a console, but I am curious.

  • No they run like XBLA games and when you exit you are back on the dashboard.

  • What's XNA?

  • free API released by microsoft to make games for Xbox Live Indie Games.

  • Oh I wouldn't ussauly know this stuff. I'm more of a Sony person.

  • a framework for programming... (managed directX)

  • Thx for telling me. :)

  • its the Microsoft Game Developer Kit for Pc, zune, and Xbox 360

  • not bad...but kinda looks like jelly

  • xna is a great tool. Unfortunatley I'm only doing visual basic in my computing class and C# is quite different. It took me an hour to get a sprite to bounce around a screen. Next up is getting some sort of input lol. It's hard, but seeing your stick man bounce around a screen is as satisfying as any high score you get in any other game.

  • Wow it made me thirsty. Thats some damn fine water you got there

  • Mhhh salt water :P

  • What do you mean you can't "open" XNA? It's not a program, lol. It's a bunch of libraries of code (for C#/.NET), aka a graphics API (application programming interface). Do you have Visual Studio or at least Visual C# Express? If not, get it, and pick up some C# programming books or read tutorials. You have to write your own code. This isn't some Warcraft level designer. ;)

  • dw i can do it now

  • When I was 16 I was one of those kids but XNA was not around. It was before 3D hardware started showing up on the market, I was writting my own 3D wireframe engine though.

    This water code was just a port of my water code from DirectX. It only took a weekend to implement the original code and porting was negligible.

  • could you link us up to a tutorial or something? i can't really find any good tutorials :/.

  • Look up fresnel and water inyour search. I think ATI's developper section had a good paper on it.

  • Nice kid i belive you good job great though with the graphics

  • Wow man nice water you got there :P

  • Holy crap! That looks awesome.

  • Thats sick man

  • COLD AS IDE

  • Nice job! Great shader!

  • can i have the shader?

  • how would you do waves against the shore? make a new animated mesh, or try to do more shader stuff?

  • Probably in the shader based on the current depth.

  • good job! man

  • WANTIE SOURCIE -- Or make a tut =D

  • Wow, that's awesome! Good job :D

  • OMG!!

  • is that with vertex displacement? or just pixel shader?

  • Just pixel shader, no displacement.

  • but it looks so 3D!

    lol

    and did u do cubemap reflection, mirror reflection or is there no reflection at all?

  • Cubemap reflection with HDR. The bumpiness is normalmapping and parallax mapping.

  • new crysis ? hahahah :P

  • WaKaKaKa

  • Good ! Well Done

  • that looks so good

  • wow that is beautiful

  • I am jealous...

    Im happy that im starting with C# so I can do games like this :)!

  • sexi water =D

  • Hi. I'm thinking of making XNA games, hopefully making a little money, but I know absolutely NOTHING about C, C++, or C# coding. Can someone tell me what programs and applications I'll need to get a basic game running? I would like to know some things that let me do the building of characters and other content. If someone knows tutorials, please let me know.

  • Umm I know someone that knows about a lot of resources ...

    Its name is .. Google.. Have you heard about him?..

  • There are many online tutorials that you can use to learn all those languages. If you want i can mail you the links seeing as I cant post links on here.

  • please mail me some : extremuscc @ hotmail . com

  • what do you use to make such terrains?

  • holy crap, looks really good

  • im struggling to put a 2D background on my game I just started lol

    but where do you guys get your game content like textures, models, and other graphical assets.

  • Ohhhhhhhh...

  • Looks wonderful

  • The water needs some animations. Something that will cure that ice look to it.

  • SM2.0

  • I'm sorry not hating but...this looks like Far Cry Instincts Predator's Map maker. Far Cry Instincts Predator is an xbox 360 game. Not only that but they give you an island and a body of water that surrounds it. I don't know how you did it but I suspect the coding may have been lifted from that...

  • Nope no relation at all with farcry, never even seen the code. This is just a water shader I did a while ago in directX and recoded it for XNA. I'm still missing: polygonal waves, object reflection and refractions.

    My pixel shader for this water only has 20 lines of code, it's very simple. It is implemented by interpolating between the sky's reflection (on a surface normalmap) and the deep water color. Look up fresnel to get the value of how much to interpolate by the camera/watersurface angle.

  • I'm looking for a water shader for my own xna game, any chance I could take a look at those lines of code? I won't rip them directly, just take some 'inspiration' lol.

  • Calculate a fake fresnel term, this is an approximation but looks good enough, the best would be a lookup table. This shader was just a proof of concept and can be improved heavily.

    float fresnel =clamp(1.0-pow(dot(R,WSBumpNor­mal),0.375),0,1);

    float4 final_color =  lerp(deepWaterColor, 0.45*cubeMap+surfaceWaterColor­*0.6,fresnel);

    HDR Cubemap works best for creating the nice glowing spots. There is also a bloom pass in post process.

  • Aaah, thanks for that. I'll let you know when I implement it. ;)

  • The Far Cry IP water shader is much different, it's more transparent too.

  • ps for all the people who don't do code out there, bump maping isn't polygons. It's much better :P

  • AWESOME

  • awsome, can you show me how do that?

  • Great shader. Just work on your shorelines. Have the engine draw a shoreline-wave decal where the water intersects a certain type of object, such as ground, and make your ground well... Ground. lol.

  • Wow, very cool how to you get the light to reflect off the bumps in the water like that?

  • Its a pixel shader that passes a bump bapping shader before calculating the specular (ie that white light shining off the water)

    PS: Really nice water shader, and good Pixel Sun Reflection, looks really nice ;)

  • Greate water effect, the horizon looks pretty nice too!

  • But how did you do this?

  • Amazing!

  • looks pretty good!

    any chance you'd be able to share how it was done?(this was 5 months ago so who knows if you still have)

  • Looks cool but looks a little like ice though

  • That's better than most games on the market at the mo, to be honest. Absolutely brilliant water effect. If it weren't for the island, I'd say it was real

  • That is pretty close up at the beginning, the camera is at about the height of a person's head if he was standing on the water.

  • Awesome. Love the water shader. Certainly looks good from a distance. What is it like close up?

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