Product Chat / Dynamic Spot Lights with shadows.

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Preben
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Posted: 5th Sep 2018 09:47
Dynamic Spot Lights with shadows.

The next version of GameGuru Loader will include realtime spot light shadows, i still consider this a beta and need your feedback so we can fix any issues you might have. To enable it set "useSpotLightShadows = 1".

It also include a improved PBR probe shader, bug fixes, and support for the latest GameGuru PBR media packs.

Sorry about the voice over in the video, i had to record it after the video was made.

Improved PBR probe shader:




Dynamic spot shadows:




Check the details, zoom in on the pictures:


Download you copy from daily3d.com now, TGC will release this tomorrow.

I will start to work on the next version now, so if you got any suggestions for new features please let me know
Subscribe and checkout great GameGuru/AGK video's here: Videos click here
Latest GameGuru Loader news: News click here
Get GameGuru Loader PBR version here: Steam click here
best regards Preben Eriksen,

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Bored of the Rings
GameGuru Master
19
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Joined: 25th Feb 2005
Location: Middle Earth
Posted: 5th Sep 2018 09:56
thanks Preben, the tools look so realistic , awesome job

downloading now ...
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smallg
Community Leader
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Posted: 5th Sep 2018 09:57
Looks great, must be taking a lot of time to juggle both gg and gg loader, you're doing a great job
lua guide for GG
https://steamcommunity.com/sharedfiles/filedetails/?id=398177770
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Earthling45
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Location: Zuid Holland Nederland
Posted: 5th Sep 2018 13:25
This is really a huge improvement.

Does this mean that also with a flashlight we have shadows now?
Pirate Myke
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Posted: 5th Sep 2018 13:42
Thank you.
Great stuff.
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GraPhiX
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Posted: 5th Sep 2018 13:43
Almighty Preben thank you this is wonderful
Welcome to the real world!
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granada
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Posted: 5th Sep 2018 14:59
Pulls it out of the bag again,great work Preben

Dave
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Argent Arts
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Posted: 5th Sep 2018 15:18
The PBR probe stuff looks fantastic! Great work!!!
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Duchenkuke
GameGuru VBOTB Developer
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Location: Germany
Posted: 5th Sep 2018 22:39
Awesome work - cant wait to see more. Very nice!
synchromesh
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Posted: 5th Sep 2018 23:54
Cant wait to see it in GG
The only person ever to get all his work done by "Friday" was Robinson Crusoe..
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PCS
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Posted: 6th Sep 2018 13:45
That is so nice, thank you Preben for your hard work.
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Ertlov
GameGuru BOTB Developer
17
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Joined: 18th Jan 2007
Location: Australia
Posted: 6th Sep 2018 21:52
Hi Preben, I could ask again when we get point lights casting shadows (I know... ) but at the moment, I have struggles getting them (the shadows) from spot lights. I added the useSpotLightShadows=1 to the setup.ini, set up a test scene and - no, I cant see them.

See attachments!
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."

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LeeBamber
TGC Lead Developer
24
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Joined: 21st Jan 2000
Location: England
Posted: 6th Sep 2018 21:58
@Ertlov : You will need to read the whole thread The spotlight shadows are only working in a test version for AppGameKit's GG Loader, they are not in GameGuru. Also be aware that point light shadows are pretty heavy going on performance as each point light must render the shadow scene six times before the final render can be assembled, and dropping them in like candy would quickly choke your performance. I have been playing Assassins Creed Origin's lately, and I am hard pressed to find more than two dynamic shadows being cast anywhere (typically a sun shadow and every now and again a spotlight shadow). Even AAA developers use these techniques sparingly!
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Ertlov
GameGuru BOTB Developer
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Joined: 18th Jan 2007
Location: Australia
Posted: 6th Sep 2018 23:27 Edited at: 6th Sep 2018 23:35
Hi Lee,

I read the thread. I was just assuming that the coming soon for GG too (in another thread here) part was triggered in the update a few hours ago already. MY BAD! Too excited for that.
I will wait.

Regarding the points light FPS impact - I am well aware of that, and of course I would use them wisely. However, in Painkiller (and we are talking 2007 to 2009 here) we had in some situations 3-4 shadowcasting lights attached to the rockets flares at once before the engine (which was a speedy beast back then, pumping more than a million of polygons without complaining!) would say NOPE. Of course I designed most levels to work with one dominant lightsource.

On the latest Hitman we had a little bit more power at hands, and some of that was used for quite impressive dynamic lighting. If I remember right, I passed you a Steam key for that when we released Paris, so you can check yourself.

I have never worked directly on Assassins Creed, just did some smartassed consulting and input from far away when I was working with Ubi, but one of the reasons why it avoids longer indoor sequences is that limitation. Even in Origins, the indoors look just somewhat between OK and good while everything outside is AMAZING.

In a nutshell: If the system is clever enough to fade them in and out properly, I can design around the performance limitations. I just want to have the chance to do so.
"I am a road map, I will lead and you will follow, I will teach and you will learn, when you leave my sprint planning you will be weapons, focused and full of JIRA tickets, Hot Rod rocket development gods of precision and strength, terrorizing across the repository and hunting for github submits."
Duchenkuke
GameGuru VBOTB Developer
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Joined: 7th Jun 2016
Location: Germany
Posted: 7th Sep 2018 10:14
I cant wait to see it in gameguru ! Hopefully soon ..

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