Search found 34 matches
- 08 Mar 2017, 11:14
- Forum: TES3MP
- Topic: Thoughts on multiplayer
- Replies: 20
- Views: 16455
Re: Thoughts on multiplayer
Here i share some ideas and resolvs. Host and none-host player-reference Its a basic concept for multiplayer adaptation of the singleplayer game with heavy player-referenced data and scripts. Host-player - its and original player that have all rights and manifistations to the core level of the game ...
- 01 Mar 2017, 01:17
- Forum: General Development
- Topic: PBR and Graphics Improvements implementation
- Replies: 33
- Views: 21454
Re: PBR and Graphics Improvements implementation
NNneddd more captive coders to continue xD my coders are overburden at the main projects IRL X(
- 01 Mar 2017, 00:29
- Forum: TES3MP
- Topic: Thoughts on multiplayer
- Replies: 20
- Views: 16455
Re: Thoughts on multiplayer
Bret, i post here a link of proto we used, as u asked me
Here you are https://github.com/networkprotocol/libyojimbo
Here you are https://github.com/networkprotocol/libyojimbo
- 05 Sep 2016, 12:12
- Forum: General Development
- Topic: PBR and Graphics Improvements implementation
- Replies: 33
- Views: 21454
Re: PBR and Graphics Improvements implementation
The next step is:
addin shadows node to the OSG build and adding connector in the openMW, when will be some results i will show it here XD
addin shadows node to the OSG build and adding connector in the openMW, when will be some results i will show it here XD
- 05 Sep 2016, 07:12
- Forum: General Development
- Topic: PBR and Graphics Improvements implementation
- Replies: 33
- Views: 21454
Re: PBR and Graphics Improvements implementation
If you want to go deep into this stuff in the engine, shadows and pbr stuff are calculating separately for example my old-old work. A simple example of Disney GGX (Generalized Trowbridge-Reitz) PBR model, AO and shadows just made by their own passes and than applied in calculations #define USE_DISNE...
- 04 Sep 2016, 22:42
- Forum: General Development
- Topic: PBR and Graphics Improvements implementation
- Replies: 33
- Views: 21454
Re: PBR and Graphics Improvements implementation
Shadows and PBR are different entities of the engine. PBR is a method to render a mesh surface, Shadows is an entity of the lighting XD
- 04 Sep 2016, 18:30
- Forum: General Development
- Topic: PBR and Graphics Improvements implementation
- Replies: 33
- Views: 21454
Re: PBR and Graphics Improvements implementation
Thx guys for some explanation. We found the issue what was between shadows and us XD And we working on the first shadow-prototype
- 03 Sep 2016, 14:52
- Forum: General Development
- Topic: PBR and Graphics Improvements implementation
- Replies: 33
- Views: 21454
Re: PBR implementation
Thx guys!
Main topic UP
____
we started fork the Shadows
Anyone has info why openMW have no shadows and where the roots of the problem are? Or any another useful information?
Main topic UP
____
we started fork the Shadows
Anyone has info why openMW have no shadows and where the roots of the problem are? Or any another useful information?
- 03 Sep 2016, 09:56
- Forum: General Development
- Topic: PBR and Graphics Improvements implementation
- Replies: 33
- Views: 21454
Re: PBR implementation
This is vry first results in a changing lighting system to the PBR one.
Vry WIP
Vry WIP
- Spoiler: Show
- 31 Aug 2016, 17:52
- Forum: General
- Topic: OpenGEX as .Nif alternative for OpenMW
- Replies: 136
- Views: 87732
Re: OpenGEX as .Nif alternative for OpenMW
Or may be we need a make a human sacrifice?