hd lighting abilities?
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
hd lighting abilities?
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.
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
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!
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.
- Hackeridze
- Member
- Posts: 310
- Joined: Thu Nov 03, 2011 13:35
- cisoun
- Member
- Posts: 232
- Joined: Tue Apr 19, 2011 18:56
- GitHub: cisoun
- IRC: cisoun
- In-game: cisoun
- Location: Switzerland
- Contact:
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... ->[]
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
Cisoun's Texture Pack | The Conifers Mod (deprecated) | Faenza icons for Minetest |
Website
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
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.
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.
- MrThebuilder3
- Member
- Posts: 104
- Joined: Sat Nov 19, 2011 18:26
+
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.
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)
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)
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.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,
s3tuPDfUv2IyvXHzPmE31MQvnWULv1zj
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
- jordan4ibanez
- Member
- Posts: 1923
- Joined: Tue Sep 27, 2011 18:44
- GitHub: jordan4ibanez
- IRC: jordan4ibanez
- In-game: jordan4ibanez
The day / night system currently gives problems. I think we should have fluent transitions. Here is a suggestion for implementation:
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:
Note: This code is neighter compiled nor tested
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;
}
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)
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.
That's what getLightBlend() is for.wokste wrote:The day / night system currently gives problems. I think we should have fluent transitions. Here is a suggestion for implementation:
bankLevel must be an uint8 between 0 and 16. 16 means day, 0 means night. I suggest a sin-like curve for the float.Code: Select all
u8 MapNode::getLight(u8 bankLevel, INodeDefManager *nodemgr) const { [snip] }
Umm, you know that a function that is defined inside class {} is inline?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)
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.
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.
I didn't know that. Thanks again.kahrl wrote:Umm, you know that a function that is defined inside class {} is inline?
We must be careful not to clone Notches mistakes.
Who is online
Users browsing this forum: No registered users and 3 guests