The sunset in SEUS is actually quite good.shaneroach wrote:Here lately on Minecraft I finally got around to trying some of the shaders. They look great during the day, but seems every one of them I try has some sort of problem with night, and even some with the transformation between day and night. One of the better effects basic Minecraft has is a nice sunset.
Any Shader mods in the offing for Minetest yet? Also still curious if anyone has looked at VoxelFarm and/or Everquest Landmark and thinks that is something Open Source folks would be interested in or capable of? Like perhaps there is even a fork already I am not aware of working on it. It looks like the basics of it have been discussed on the forum before. That is to day, smaller voxels in comparison to the player model and some method for smoothing the transitions from one voxel to the next have both been discussed here before, and seem to be part of the mix. I guess some real work on textures and how they should be applied depending on terrain type, and more stuff on biomes are also related to this issue.
Jordach wrote:The sunset in SEUS is actually quite good.shaneroach wrote:Here lately on Minecraft I finally got around to trying some of the shaders. They look great during the day, but seems every one of them I try has some sort of problem with night, and even some with the transformation between day and night. One of the better effects basic Minecraft has is a nice sunset.
Any Shader mods in the offing for Minetest yet? Also still curious if anyone has looked at VoxelFarm and/or Everquest Landmark and thinks that is something Open Source folks would be interested in or capable of? Like perhaps there is even a fork already I am not aware of working on it. It looks like the basics of it have been discussed on the forum before. That is to day, smaller voxels in comparison to the player model and some method for smoothing the transitions from one voxel to the next have both been discussed here before, and seem to be part of the mix. I guess some real work on textures and how they should be applied depending on terrain type, and more stuff on biomes are also related to this issue.
Afaik - we need extra render passes in Irrlicht before we get to that sort of thing.
rubenwardy wrote:Irrlicht uses opengl or directx9 shaders. default lighting in Irrlicht is per polygon (rather than per pixel). Minetest does not use the default lighting, instead the sides of nodes are coloured accordingly.
You don't need to change Irrlicht at all to get extra render passes. There are code snippets / libraries that can do this for Irrlicht. See XEffects as an example; there are others.
Jordach wrote:shaneroach wrote:The sunset in SEUS is actually quite good.
rubenwardy wrote:Irrlicht is the 3d rendering engine. It is used to draw 3d stuff (kind of, this is a simplification)
Minetest is a game engine. It handles sound, player input, networking, etc.
Minetest does not use a modified version of Irrlicht. It builds on top of it.
Morn76 wrote:MT does its own lighting calculations and then puts these light levels into the Irrlicht scenery by manipulating texture contrast I think. So in that sense you could certainly say that MT goes its own way with Irrlicht; it certainly does lighting very differently from other Irrlicht games.
The problem that has been discussed in other threads is how to combine MT's internal lighting algorithm with more modern lighting approaches. Also, realistic lighting in PC MC has some playability issues (e.g. caves going pitch black far too early), so the question is how to avoid those.
rubenwardy wrote:Minetest does not use a modified version of Irrlicht, but it does modify certain things, like the lighting.
Blender's game engine isn't suitable for anything more than making small FPS. Generally.
hoodedice wrote:If you hired just *one* game dev, he would recommend unity3d, as it is the fastest and easiest way to just start making games. TBH, if you are looking to make a voxel game for selling, you would go with higher end packages and stuff for the game. But with Minetest, which is free and entirely open source, you would go with the ones that are free and open source themselves, and also fulfill a certain number of things you need in the game.
As for Ogre being superior, well, maybe you might want to try RigsOfRods, or VDrift....
Stunt Rally does it better tho
shaneroach wrote:how far back do we have to go and redevelop the rendering?
sfan5 wrote:shaneroach wrote:how far back do we have to go and redevelop the rendering?
We don't have to go back at all.
Morn76 wrote:The problem that has been discussed in other threads is how to combine MT's internal lighting algorithm with more modern lighting approaches. Also, realistic lighting in PC MC has some playability issues (e.g. caves going pitch black far too early), so the question is how to avoid those.
Calinou wrote:Changing the light table may help, see this page.
Inocudom wrote:Calinou wrote:Changing the light table may help, see this page.
...And that was never added to Minetest? I never had any luck finding the lights.cpp file in Minetest either.
RealBadAngel wrote:Ahem, is that lighting only that defines "high end game"? ;P
Anyway to clear things out: shaders for MT are being developed all the time. There are some features already done, like bumpmapping, parallax oclussion, generation of normalmaps on the fly, some geometry shaders (waiving stuff).
I have lately rebuilt whole shaders system to allow shading per tile, which was needed for water surface shaders for example.
Next step are rendering passes and post process shaders.
Somewhere in beetween will come hardware lighting (most propably mixed up with current lighting system, reduced only to calculate only light level for each node).
Thats the roadmap.
Also, to be clear. Minetest engine is not modyfing Irrlicht in any way. It just uses it.
In time - it's possble.shaneroach wrote:These links are not terribly informative. They do not seem to indicate that it is impossible to implement shaders. It looks like colored lights might need some significant rewriting.
I have a ton of questions, but no time to really follow up right now, but I guess my bottom line is graphics seem to be progressing apace in the outside world, so open source voxel code needs to hitch a ride with some active graphics open sourced code, and I keep coming back to Blender when I think about that. If Blender's built in game is not useful, perhaps the trick would be to just tie Minetest to the open sourced rendering one can find in Blender as a separate project.
I am not suggesting people here need to do that. I am saying that is more and more what I'd be interested in if or when I begin to get the kind of resources in time or money to get truly involved in all of this.
I am more or less just on a fact finding mission I guess at this point.
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