Mgdie wrote:Minecraft looks really good with these stuff but it only works in 0.01 % of minecraft players because you need hellalot power.
Mgdie wrote:So i thought if this is possible on minetest the performance gain due to native code would be greater making the game look better without a performance loss. ;D
sfan5 wrote:GLSL compiles Shaders to native code that can run on GPUs, it doesn't matter if the game itself if written in c++ or java.
Calinou wrote:sfan5 wrote:GLSL compiles Shaders to native code that can run on GPUs, it doesn't matter if the game itself if written in c++ or java.
The programming language matters a lot. The GLSL shaders mod on Minecraft are very slow for me, but the GLSL shaders on Minetest are much faster.
Calinou wrote:The programming language matters a lot.
The GLSL shaders mod on Minecraft are very slow for me, but the GLSL shaders on Minetest are much faster.
Mito551 wrote:Calinou wrote:sfan5 wrote:GLSL compiles Shaders to natice code that can run on GPUs, it doesn't matter if the game itself if written in c++ or java.
The programming language matters a lot. The GLSL shaders mod on Minecraft are very slow for me, but the GLSL shaders on Minetest are much faster.
wait. what minetest shaders?
Mito551 wrote:yes. that's what i thought. but it's inappropraite comparing these shaders and shaders of the top post.
MineYoshi wrote:i think that c55 don't implement that graphics because the idea of Minetest is make a reliable game with good performance!
That shaders make the game very "nice" and "beauty"!
But it needs many computer hardware!
If the devs do a add-on to the engine, that you can install, if you think your pc is fast!
but anyways is better polish performance and in-game experience!
Sick-D!! wrote:MineYoshi wrote:i think that c55 don't implement that graphics because the idea of Minetest is make a reliable game with good performance!
That shaders make the game very "nice" and "beauty"!
But it needs many computer hardware!
If the devs do a add-on to the engine, that you can install, if you think your pc is fast!
but anyways is better polish performance and in-game experience!
Maybe you're right... but it looks damn amazing anyways ...
i use minecraft shaders when i play mc ... i miss sth like that for minetest...
What about doing it as a mod or so? Would that be possible??
Irrlicht IS powerful... we know all... but how Complicated is this?
benrob0329 wrote:I say that anyone wanting to take a stab at making shaders should do it, and post the replacement files for everyone to test.
I personally like the current style of shadows, the sun just needs to be seen as a light source (the moon is ok as is, as there aren't many shadows at night)
thegreatone wrote:Yes, Irrlicht does have many features regarding shaders, it is just a bit difficult finding really good example or explanation documentation on how to implement them.
I have downloaded a couple of glsl water shader scripts and trying to find documentation on getting them to work ingame, what is needs what are the important lines of code, etc...., not so easily nor readily found. (well, at least not for me) "Dammit Jim..., I'm an artist, not a coder!"
It's funny because, you find a little info, and do some typing, start the game and have your fingers crossed that it works like a little kid haha...
I have only got as far as to get a water shader to actually not cause an error on loading..., but only to learn it was simply because I added a blank init.lua file... but nothing more happened as I have no idea what script is needed to point what to where, or when : /
But..., I keep plugging away. If I ever get something to work Im gonna dance naked around the fire pit in my back yard, because I will be able to share it with the community..., but if I do get something to work it will be only due to pure luck with zero attributed knowledge of wth I did :D
glsl shaders will be great but, will not work for everyone. and any shaders suck performance down.
I still feel the best approach is looking more toward focusing on tweaking actual graphic images and files amap and not relying fully upon numerous shaders
thegreatone wrote:There is a package I found titled LuaGL https://github.com/FelipeFS/luagl which seems to supply pre-written scripts for enabling user config for openGL which I am going to try to play around with but, I think it also requires some CC++ work to link LuaGL and openGL features (which scares me :D)
So not to sure how far I could get with it, as I am just learning Lua as it is. Not sure if there is anyone else interested in trying it out? But I am just adding some links just in case.
http://luagl.wikidot.com/howto
Mind you, this is completely bypassing any and all shading via irrlicht <(which is actually the way it should be done, meaning using shading features of irrlicht) by using openGL features which most definitely will not work for everyone and I am unsure which rout of implementing shaders is more likely to create some significant lag?
MineYoshi wrote:nice ideas, i think that only needs someone that knows about this help you!
Polish this a lot, then you have the greatest shaders ever! =D
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