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Third Party Tools / Run your GG level on mobile / mac / linux.

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Bored of the Rings
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Posted: 11th Sep 2017 11:52
many thanks Preben for the update. Will have a look after work.
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Preben
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Posted: 13th Sep 2017 17:12
For the next update, VR rendering in GameGuru Loader.

Added stab's distorted mesh to the rendering.
Added vignette post processing to hide ugly edges when in VR render.
Added stab's bluetooth joystick code.

Support all functions/shaders so you can scale the shaders from mobile to desktop, including all post processing shaders like fxaa ...



best regards Preben Eriksen,
Preben
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Posted: 28th Sep 2017 18:29
Thanks to all that tested the VR render

VR rendering is ready for field testing so it will released in its current state.
VR: Added 3 types of crosshair, so you can select what you like, also added a laser sight that always hit where you shoot ( crosshair can also do that now , or be placed in 3d ).
VR: Have around 6 parameters you can adjust real-time to get the best effect on your VR gear

WIP for next update:
Reflection on floor.
Baked illumination maps ( you do not have to do anything, if it find a illumination map it will be baked, this is done while doing media collection, so everything is just as fast ).
Spray decals on walls for more variation on your textures.
...

Sorry only recorded Mic, so no game sound effects.

With floor reflection i think GG Loader/AGK looks just as good as Unreal or Unity, Check it out


best regards Preben Eriksen,
Bored of the Rings
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Posted: 29th Sep 2017 08:37
as usual awesome stuff Preben. Couldn't hear you over the music much though
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Preben
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Posted: 29th Sep 2017 13:03 Edited at: 29th Sep 2017 13:05
Thanks BOTR

Floor reflection can now be triggered so you can switch from water to floor reflection, depending on, if your inside or outside.
If you use a flat terrain you can now also use it to display the terrain as if it was wet:



You cant really see how the reflection looks in the video , so i attached a few screenshots

Edit: also you can now set how much reflection you like all the way up to a direct mirror.
best regards Preben Eriksen,

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Bored of the Rings
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Posted: 29th Sep 2017 13:20
excellent Preben, just excellent.... looking forward to next release.... must also tinker around with AGK again.
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
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Pirate Myke
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Posted: 29th Sep 2017 15:37
Great stuff, Preben.
Always awesome work.
Thanks.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Preben
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Posted: 2nd Oct 2017 17:50
Thanks

Real-time, 1 pass ,1 texture, environment mapping not using cubemaps, it was not possible to make it 100% accurate so i made it a fake one, if you look very closely you can see the trick.
Anyway it looks GREAT so i will keep the code in GG Loader if you want to use it for a demo, or just use it in its current state, it was not accurate en-off for PBR or a mirror, but can be used to make a great looking scene ( if you dont use it for mirrors, only the trained eye will notice ). Need to find another way to pack the environment map into a single texture so it can be used on mobiles, got a few ideas to try out so wish me luck

best regards Preben Eriksen,
Bored of the Rings
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Posted: 2nd Oct 2017 19:44
nice one Preben, fake or not fake, still looks fantastic....
Professional Programmer: Languages- SAS (Statistical Analysis Software) , C++, C#, VB, SQL, PL-SQL, JavaScript, HTML, Three.js, Darkbasic Pro (still love this language), Purebasic, others
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GraPhiX
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Posted: 2nd Oct 2017 19:54
WOW that is mesmerising it looks fantastic excellent work
Welcome to the real world!
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Preben
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Posted: 6th Oct 2017 15:00
Thanks

Its not fake anymore.

This is not real-time but baked reflection maps, so they can be used for mobiles / PBR ... The process: Generate 6 Skybox / cubemap textures , convert them into a cross cubemap texture, then using a memblock to convert into a equirectangular 360x180 degree panorama texture. The shader then take the reflect direction and map it into the equirectangular panorama uv. I did not see any reflection problems so you can get the same result as using cubemaps, but only using 1 texture instead of the 6 cubemap textures

This is going to be used after Lee finish the PBR shading , so we also get reflection effects in AGK.

The video use a PBR metal texture using the metallic/smoothness workflow ( no PBR colors yet ):



best regards Preben Eriksen,

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granada
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Posted: 6th Oct 2017 15:18
Fantastic work Preben,video looks great .

Dave
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Pirate Myke
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Posted: 6th Oct 2017 15:50
So nice to see. Great job. You have outdone yourself again.
Thank you.
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Preben
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Posted: 18th Oct 2017 20:17
Thanks for the comments i really appreciate it

Now with 3 different reflection probes types, You can reflect from outside ( the normal way use rprobe.lua ) or from inside perhaps in a house where you want reflections on walls/floor/ceiling ( use rprobecenter.lua ) , and a direct mirror reflection that also create all the PBR textures for you, just select rprobemirror.lua on a object and everything else is 100% auto, no need to make any textures yourself.
Everything use a probe cache, so only if you create new objects / or if you move a object, the cache will be updated, this is 100% auto. Everything is also auto baked so it will not slow down the startup time on your final game.

All reflection now react on Alpha , so if you use any current non PBR media like a window, if will get environment reflections. If it finds a metallic texture it will use this ( a standard PBR texture ), and it also support reflections from specular maps, this can also be used with current non PBR media.

This video dont really show how good the reflection probes looks, i tried to do something different and made some code for real-time beat detection on mp3,wav files, so it ended up with this video . The real-time beat detection is also included in GameGuru Loader source. Make your next game rock to the music

Remember to turn the sound way up when you watch this video.

best regards Preben Eriksen,
GraPhiX
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Posted: 19th Oct 2017 19:56
LOL that was excellent well done Preben your work is outstanding
Welcome to the real world!
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Pirate Myke
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Posted: 20th Oct 2017 02:09
Excellent stuff Preben. Looking great.
Intel(R) Core(TM)2 Quad CPU Q6600 @ 2.40GHz, 2400 Mhz, 4 Core(s), 4 Logical Processor(s), 8gb RAM, Nvidia gtx660, Windows 7 Pro 64bit, Screen resolution 1680 x 1050.

Preben
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Posted: 21st Oct 2017 15:56
Thanks

Added environment particle snow:


Hope to be able to make this work in GameGuru ( without GameGuru Loader ) , when Lee finish the particle system
best regards Preben Eriksen,
granada
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Posted: 21st Oct 2017 22:04 Edited at: 21st Oct 2017 22:05
That’s realy cool,the effect when you walk into the snow is great .Nice work again .

Dave
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