hd lighting abilities?

For people working on the C++ code.
User avatar
jordan4ibanez
Member
Posts: 1923
Joined: Tue Sep 27, 2011 18:44
GitHub: jordan4ibanez
IRC: jordan4ibanez
In-game: jordan4ibanez

hd lighting abilities?

by jordan4ibanez » Post

i was reading about irrlicht and i noticed that it is capable of lighting in hd...could this mean that there could be dynamic torch light? or dynamic TEXTURED (coloured) torch light? or how about orange glow at sun down? or blue darkness early in the morning? THAT would be amazing!
hello, am program. do language in rust. make computer do. okay i go now.

User avatar
neko259
Member
Posts: 805
Joined: Sun Jun 19, 2011 06:51

by neko259 » Post

celeron55 is afraid of making the game too slow on old computers if the dynamic lighting would be enabled. Mayba this can be done optionally?
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj

Jordach
Member
Posts: 4534
Joined: Mon Oct 03, 2011 17:58
GitHub: Jordach
IRC: Jordach
In-game: Jordach
Location: Blender Scene

by Jordach » Post

And beat MC hands down.

User avatar
jordan4ibanez
Member
Posts: 1923
Joined: Tue Sep 27, 2011 18:44
GitHub: jordan4ibanez
IRC: jordan4ibanez
In-game: jordan4ibanez

by jordan4ibanez » Post

thats the thing!! my friend is running minecraft on a p4 2.6 ghz with
like 512 gb of ram and nvidia 5200 fx (128mb vram) on half settings!
this game is 1/10th the weight of minecraft! all this stuff will be
possible if we have settings to enable and dissable some of the
bulkier features on minetest after their developed!
hello, am program. do language in rust. make computer do. okay i go now.

User avatar
Hackeridze
Member
Posts: 310
Joined: Thu Nov 03, 2011 13:35

by Hackeridze » Post

jordan4ibanez wrote: like 512 gb of ram
O_O
My game: RTMG
GENTOO USER

User avatar
Staffs
Member
Posts: 329
Joined: Thu Aug 04, 2011 13:16

by Staffs » Post

Hackeridze wrote:
jordan4ibanez wrote: like 512 gb of ram
O_O
I think he meant MB
I love mods :D

User avatar
cisoun
Member
Posts: 232
Joined: Tue Apr 19, 2011 18:56
GitHub: cisoun
IRC: cisoun
In-game: cisoun
Location: Switzerland
Contact:

by cisoun » Post

Would be interesting! I've got also an old Dell P4 1.8Ghz 512Mb with Nvidia Geforce 5600FX, that would be cool if it works on it!


Edit: Or we could just use the Doom 3 engine? Ok I'm out... ->[]
Not here for a while due to some troubles between my graphic card and Minetest.
Cisoun's Texture Pack | The Conifers Mod (deprecated) | Faenza icons for Minetest |
Website

User avatar
sdzen
Member
Posts: 1170
Joined: Fri Aug 05, 2011 22:33
Location: Paradise (your not allowed)

by sdzen » Post

if I had the amount of ram he has 512 gb I would consider looking outside to remember what the sun looks like :)

Zen S.D.

The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno

User avatar
jordan4ibanez
Member
Posts: 1923
Joined: Tue Sep 27, 2011 18:44
GitHub: jordan4ibanez
IRC: jordan4ibanez
In-game: jordan4ibanez

by jordan4ibanez » Post

sdzen wrote:if I had the amount of ram he has 512 gb I would consider looking outside to remember what the sun looks like :)
i meant mb
hello, am program. do language in rust. make computer do. okay i go now.

User avatar
sdzen
Member
Posts: 1170
Joined: Fri Aug 05, 2011 22:33
Location: Paradise (your not allowed)

by sdzen » Post

I know I was Just Teaseing

Zen S.D.

The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno

Teravisor
New member
Posts: 1
Joined: Sun Jan 08, 2012 12:52

by Teravisor » Post

If you implement dynamic lighting correctly, you can't lose anything. you might only win.
Old machines turn it off and get static lighting like the one right now
Not-so-old do dynamic lighting themselves and ignore(ideally not even receive? - meaning less bandwidth usage) lighting bits.

Though getting yourself into making correct dynamic lighting might be just time-consuming.

User avatar
neko259
Member
Posts: 805
Joined: Sun Jun 19, 2011 06:51

by neko259 » Post

Yes, dynamic lightning must be implemented. Also we must have an ability for entities to emit light.
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj

Nemo08
Member
Posts: 132
Joined: Mon Dec 26, 2011 04:59

by Nemo08 » Post

neko259 wrote:Yes, dynamic lightning must be implemented. Also we must have an ability for entities to emit light.
+100500!

User avatar
sdzen
Member
Posts: 1170
Joined: Fri Aug 05, 2011 22:33
Location: Paradise (your not allowed)

by sdzen » Post

+∞ :)

Zen S.D.

The next generation of tranquility!
malheureusement mon français n'est pas bon :<
Owner of the Zelo's
In game name: MuadTralk, spdtainted, sdzen, sd zen, sdzeno

User avatar
MrThebuilder3
Member
Posts: 104
Joined: Sat Nov 19, 2011 18:26

by MrThebuilder3 » Post

neko259 wrote:Yes, dynamic lightning must be implemented. Also we must have an ability for entities to emit light.
+inf

User avatar
RAPHAEL
Member
Posts: 627
Joined: Tue Nov 01, 2011 09:09
Location: Earth

by RAPHAEL » Post

+Image

Actually wouldn't bother me one way or the other if it was implemented. However I would be interested in MORE lighting. AKA a higher light max.
"Before you speak, ask yourself: Is it kind, is it true, is it necessary, does it improve upon the silence?"
My mods: http://goo.gl/n4kpn
(Currently Various, Industrial, Fakeblocks, Jail, MoarCraft, Christmas, Replicator, minetest dev installer for linux, bash mod installer, windows mod installer)

User avatar
celeron55
Administrator
Posts: 533
Joined: Tue Apr 19, 2011 10:10
GitHub: celeron55
IRC: celeron55

by celeron55 » Post

The problem with hardware lighting is that you cannot use the voxel lighting and hardware lighting simultaneously without shaders, and nobody is willing to or capable of creating such a system. Including me,

User avatar
neko259
Member
Posts: 805
Joined: Sun Jun 19, 2011 06:51

by neko259 » Post

celeron55 wrote:The problem with hardware lighting is that you cannot use the voxel lighting and hardware lighting simultaneously without shaders, and nobody is willing to or capable of creating such a system. Including me,
You mean shaders support isn't implemented in irrlicht? Or you don't want the game to bound users or old computers? But this also slows the game on modern hardware and wastes its features that aren't used.
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj

User avatar
jordan4ibanez
Member
Posts: 1923
Joined: Tue Sep 27, 2011 18:44
GitHub: jordan4ibanez
IRC: jordan4ibanez
In-game: jordan4ibanez

by jordan4ibanez » Post

i have taken this on my own to rewrite the lighting to accommodate hd/dynamic/textured lighting with help from members of the irrlicht community. wish me luck.
hello, am program. do language in rust. make computer do. okay i go now.

User avatar
neko259
Member
Posts: 805
Joined: Sun Jun 19, 2011 06:51

by neko259 » Post

jordan4ibanez wrote:i have taken this on my own to rewrite the lighting to accommodate hd/dynamic/textured lighting with help from members of the irrlicht community. wish me luck.
I wish you luck!
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj

User avatar
jordan4ibanez
Member
Posts: 1923
Joined: Tue Sep 27, 2011 18:44
GitHub: jordan4ibanez
IRC: jordan4ibanez
In-game: jordan4ibanez

by jordan4ibanez » Post

thank you..this could take me weeks or months
hello, am program. do language in rust. make computer do. okay i go now.

User avatar
neko259
Member
Posts: 805
Joined: Sun Jun 19, 2011 06:51

by neko259 » Post

Mesa driver supports opengl3 now, so we can use modern graphics features even on computers with old graphics cards. Of course they will be emulated by CPU.
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj

wokste
Member
Posts: 78
Joined: Sat Feb 11, 2012 09:06

by wokste » Post

The day / night system currently gives problems. I think we should have fluent transitions. Here is a suggestion for implementation:

Code: Select all

u8 MapNode::getLight(u8 bankLevel, INodeDefManager *nodemgr) const
{
    // Select the brightest of [light source, propagated light]
    const ContentFeatures &f = nodemgr->get(*this);
    if(f.param_type == CPT_LIGHT)
    {
        return (
            (param1 & 0x0f) * (16 - bankLevel) +
            (param1>>4)&0x0f * (bankLevel)
        )>>4;
    }
    if(f.light_source > light)
        return f.light_source;
    return 0;
}
bankLevel must be an uint8 between 0 and 16. 16 means day, 0 means night. I suggest a sin-like curve for the float.

A word on efficiency. I do not know what the if statements do, but if statements and type conversions are relatively expensive for a computer. To further improve speed, this can be changed in a macro. (to avoid a function call). This will look somewhat like:

Code: Select all

#define getLight(block,bankLevel) (((block).param1 & 0x0f) * (16 - (bankLevel)) + ((block).param1>>4)&0x0f * (bankLevel))>>4)
Note: This code is neighter compiled nor tested
Last edited by wokste on Sat Feb 11, 2012 11:16, edited 1 time in total.
We must be careful not to clone Notches mistakes.

kahrl
Member
Posts: 236
Joined: Fri Sep 02, 2011 07:51
Location: Rös̓̇chenhof

by kahrl » Post

wokste wrote:The day / night system currently gives problems. I think we should have fluent transitions. Here is a suggestion for implementation:

Code: Select all

u8 MapNode::getLight(u8 bankLevel, INodeDefManager *nodemgr) const
{
    [snip]
}
bankLevel must be an uint8 between 0 and 16. 16 means day, 0 means night. I suggest a sin-like curve for the float.
That's what getLightBlend() is for.
wokste wrote:A word on efficiency. I do not know what the if statements do, but if statements and type conversions are relatively expensive for a computer. To further improve speed, this can be changed in a macro. (to avoid a function call). This will look somewhat like:

Code: Select all

#define getLight(block,bankLevel) (((block).param1 & 0x0f) * (16 - (bankLevel)) + ((block).param1>>4)&0x0f * (bankLevel))>>4)
Umm, you know that a function that is defined inside class {} is inline?


BTW, the actual reason that the day-night transition is not smooth is that time_to_daynight_ratio (from utility.h) returns only three discrete values (350 at night, 750 at sunset and sunrise, 1000 during the day). I started changing that in my shaders_v2 branch (be sure to set enable_shaders=0 in minetest.conf if you want to try it). However, the patches force a lot more mesh updates when the daynight ratio is changing.

wokste
Member
Posts: 78
Joined: Sat Feb 11, 2012 09:06

by wokste » Post

Thanks for the reply, appearantly I didn't understand the code as well as I thought. Your explanation helps a lot. I also like to hear that someone is already working on it.
kahrl wrote:Umm, you know that a function that is defined inside class {} is inline?
I didn't know that. Thanks again.
We must be careful not to clone Notches mistakes.

Post Reply

Who is online

Users browsing this forum: No registered users and 4 guests