Agreed rungAaz, that's largely what's important. I can't say much about how OpenGL compares to directX in its rendering power, but DirectX isn't cross platform which means I won't even bother learning it.
@its0nah- It's not really a question of difficulty, so much as the fact that OpenGL 3.0 wasn't designed with innovation and forward thinking in mind. I'm sure many OpenGL enthusiasts will hate me for saying it, but DX11 did win out against OpenGL in that respect.
I can only hope that the Khronos Group learned from their mistake and future revisions will improve. But back to the video, I'm deeply impressed! Hopefully the programmer will release the source code, so newbies can learn from it :).
@NASk8er4778 thanks mate :) The code should be uploaded somewhere on my personal website but need to find the link, it's old stuff. The relief mapping shader is just a straight port from Cg (the shader code is in the original relief mapping article) to GLSL so it's easy to find it online
@M43k0 a couple of days, I just reused an engine I wrote before , added new FX and rearranged the scene. To write the enmgine took a couple of weeks, so from scratch it would have taken 3-4 weeks I guess?
@its0Nah - Google OpenGL 3.0 mishaps and I'm sure you'll see why. Please note, I am a huge fan of open source, but I am deeply disappointed with what the ARB & Khronos Group let out the door.
To cap it off, no OpenGL is not better. It's not necessarily worse, but it's certainly not a better API, unless your a CAD developer :P.
@its0Nah Actually I prefer DirectX much more for a lot of reasons. But at the end once you know a 3D API and understand how they work they are all the same. This demo is written in OpenGL because at that time I happened to have this engine ready (I did it for an MSc assignment) and wanted to release a new demo ASAP for some job hunting. But seriously, leave all the stupid DirectX vs OpenGL thingy to fanboys and start coding stuff yourself. It's time spent in a much better way :)
Doesn't matter, DX can work on Linux in wine and cedega. Besides, Parallax mapping is no longer viable since it eats performance like a fat gelatinous blob.
OpenGL on the other hand runs on PlayStation, Wii, Linux, IPhone, IPod, Windows and on many, many other platforms. It would be better if microshit didn't go their own way and stayed on the OpenGL ARB.
Bump mapping, noice! Dude, I started doing OpenGL and C++ last year, all by myself at home, and im 16 years old. I stopped as it became more challenging for me, I couldn't texture map or create collisions. I got as far as making a camera, map (no texture) which has color blending, giant house, Wired Sphere in which rotates around the whole map. Then i stopped. Couldn't continue by myself. But if i Try to do it again, im capable of remembering every single code that i used.
around 75 fps using an NVidia 8600M GT, I spent about a week (not full time) writing the demo, but the render engine was already implemented from a previous demo
Ehh, it's cool but this is just copied and pasted code/pictures you found. They look cool but aren't hard to implement since people have already released everything needed to just paste it into your project. I don't know how much of it you really wrote since it has all been done. It's a great start though for a game/graphics engine.
I'm just saying all the shaders have been released and the textures you used other people made. I still love how everything looks though and would love to see you continue working on making this.
basically relief mapping is a simplified ray tracing, I check the ray intersections with an height map instead of doing the check with an high poly mesh
Check out the paper "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces" for more info
Agreed rungAaz, that's largely what's important. I can't say much about how OpenGL compares to directX in its rendering power, but DirectX isn't cross platform which means I won't even bother learning it.
avielMenter 7 months ago
it looks like minecraft with tessellation
1tZn0TS34n 8 months ago
Very nice! I wish i had a graphics card that supported more than opengl 1.4... Intel mobile doesn't make the best cards...
superkellerman8D 11 months ago
that is very impressive.
fatbubble123 1 year ago
Hahaha, I love the leaning camera. Good old silly camera issues from keeping track of too many rotation values.
nitro404 1 year ago
nice work!!!!!
manish9mati 1 year ago
Well done.
hornetpalooza 2 years ago
doesnt parallax suck performance?
monstercameron 2 years ago
@its0nah- It's not really a question of difficulty, so much as the fact that OpenGL 3.0 wasn't designed with innovation and forward thinking in mind. I'm sure many OpenGL enthusiasts will hate me for saying it, but DX11 did win out against OpenGL in that respect.
I can only hope that the Khronos Group learned from their mistake and future revisions will improve. But back to the video, I'm deeply impressed! Hopefully the programmer will release the source code, so newbies can learn from it :).
NASk8er4778 2 years ago
@NASk8er4778 thanks mate :) The code should be uploaded somewhere on my personal website but need to find the link, it's old stuff. The relief mapping shader is just a straight port from Cg (the shader code is in the original relief mapping article) to GLSL so it's easy to find it online
MGBoney 2 years ago
please, tell me how much time this took you to programm, or didn't you programmed it from scratch?
M43k0 2 years ago
@M43k0 a couple of days, I just reused an engine I wrote before , added new FX and rearranged the scene. To write the enmgine took a couple of weeks, so from scratch it would have taken 3-4 weeks I guess?
MGBoney 2 years ago
i dont know much about 3d graphics api's but why most developers use directx when opengl is clearly better?
its0Nah 2 years ago
@its0Nah - Google OpenGL 3.0 mishaps and I'm sure you'll see why. Please note, I am a huge fan of open source, but I am deeply disappointed with what the ARB & Khronos Group let out the door.
To cap it off, no OpenGL is not better. It's not necessarily worse, but it's certainly not a better API, unless your a CAD developer :P.
NASk8er4778 2 years ago
well, i wouldnt get it, i'm barely starting to learning C lol, how is it not better though? is it harder to work with or something?
its0Nah 2 years ago
@MGBoney Amen dude.
its0Nah 2 years ago
@its0Nah Actually I prefer DirectX much more for a lot of reasons. But at the end once you know a 3D API and understand how they work they are all the same. This demo is written in OpenGL because at that time I happened to have this engine ready (I did it for an MSc assignment) and wanted to release a new demo ASAP for some job hunting. But seriously, leave all the stupid DirectX vs OpenGL thingy to fanboys and start coding stuff yourself. It's time spent in a much better way :)
MGBoney 2 years ago 2
Nice. Too bad the parallax mapping doesn't self shadow, you can clearly notice the flat shadow of the sphere on the ground.
acf2802 2 years ago
Does Relief Mapping form a real Geometry?
Damnshid 2 years ago
No, only displacement mapping affects the geometry.
cyborgtroy 2 years ago
Very nice, will try to make something similar =)
zamliman 2 years ago
nice!
GodDCreator 2 years ago
OpenGL is much better than DirectX
RungAaz 2 years ago
nope..
i was wondering what was better week ago and i read a f***ing 10 page article about it :o
directx is way better dude.. openGL can bearly keep up with directx these days.
Vleesball 2 years ago
ok you may be right but OpenGL works on several platforms
DX does not
RungAaz 2 years ago 9
Doesn't matter, DX can work on Linux in wine and cedega. Besides, Parallax mapping is no longer viable since it eats performance like a fat gelatinous blob.
majorhavoxg1 2 years ago
anyway i hate DX somehow.
RungAaz 2 years ago 2
And in WINE it gets translated to OpenGL... badly.
cyborgtroy 2 years ago
Vleesball, Dx is not better...
It does only run on Xbox and Windows.
OpenGL on the other hand runs on PlayStation, Wii, Linux, IPhone, IPod, Windows and on many, many other platforms. It would be better if microshit didn't go their own way and stayed on the OpenGL ARB.
salmiak911 2 years ago 2
So in your opinion... since DX is owned by MS.. and that it doesnt run on ps3 / wii.. it isnt better :s ???
Thats stupid -.-
Vleesball 2 years ago
Name a decent opengl game that isn't a port from DX9 that came out recently.
OpenGL lacks all the technical support that DX offers.
An Equally good openGL engine takes 3 times as long to make as a DX9 engine does.
majorhavoxg1 2 years ago
How did you do the ball's shadow?
RyanPridgeon 2 years ago
WIN!
iFeelNoSorrow 2 years ago
Damn, that's really good! :)
DusteDdekay 2 years ago 3
awsum ^^
surudika 2 years ago 2
Bump mapping, noice! Dude, I started doing OpenGL and C++ last year, all by myself at home, and im 16 years old. I stopped as it became more challenging for me, I couldn't texture map or create collisions. I got as far as making a camera, map (no texture) which has color blending, giant house, Wired Sphere in which rotates around the whole map. Then i stopped. Couldn't continue by myself. But if i Try to do it again, im capable of remembering every single code that i used.
drummerzhans 2 years ago
Awesome! what FPS you get there ? and how long it took you to write this one?
JurisL85 3 years ago
around 75 fps using an NVidia 8600M GT, I spent about a week (not full time) writing the demo, but the render engine was already implemented from a previous demo
MGBoney 3 years ago
Posting a list of any papers that you used as reference would be nice.
petropotato 3 years ago
amazing ceiling and general bump
Tetrix03 3 years ago
Nice:)
endre1989 3 years ago
if only half life 2 had this...
robmaister12 3 years ago
ye :P
surudika 2 years ago
Ehh, it's cool but this is just copied and pasted code/pictures you found. They look cool but aren't hard to implement since people have already released everything needed to just paste it into your project. I don't know how much of it you really wrote since it has all been done. It's a great start though for a game/graphics engine.
FUNNYCOWY 3 years ago
lol
copy/pasted code/pictures? Have u read the code before talkin? Send me a private message if u want the source code so u can have a look.
MGBoney 3 years ago
I'm just saying all the shaders have been released and the textures you used other people made. I still love how everything looks though and would love to see you continue working on making this.
AndyGoRAWR 3 years ago
Hey, could I see the source please?
And would it be OK with you if I incorporated this into an engine that I want to use for my game(s?)
darkuran 3 years ago
hi, sure, just send me a PM with your email address and i'll send you the code
MGBoney 3 years ago
What about particles? Were there any modifications to physics?
iiiears 3 years ago
This was a graphics demo, no physic based modeling at all.
Check out my "OpenGL Box Demo" for some particle dynamics
Cheers
MGBoney 3 years ago
Wow - self reflecting shadows. Almost raytrace quality.
iiiears 3 years ago
basically relief mapping is a simplified ray tracing, I check the ray intersections with an height map instead of doing the check with an high poly mesh
Check out the paper "Real-Time Relief Mapping on Arbitrary Polygonal Surfaces" for more info
MGBoney 3 years ago
Thi looks really good...and is this on mac? I'm fairly new to computers thnx.
TrojanxInfection 3 years ago
thank you
no it's a windows application
MGBoney 3 years ago
Great!
rappybas 3 years ago
really nice work, pay no attention to the guy saying it's rubbish, especially since he's got no videos of his own.
amcadam26 3 years ago
Great work, seriously.
RossKilgariff 3 years ago
:P its nice, not rubbish!!
Krisando 3 years ago
This comment has received too many negative votes show
this is rubbish
oblongoblongoblong 3 years ago
nice :)
idinev 3 years ago
Wow... pretty amazing man!!
you're the best!
I hope to be like you someday.. hahaha
bye man!
jorocaro 3 years ago
The bumps with self shadowing and light reflection look nice.. Well done..
cypher1554R 3 years ago