Search found 34 matches

by Methelina
08 Mar 2017, 11:14
Forum: TES3MP
Topic: Thoughts on multiplayer
Replies: 20
Views: 16286

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 ...
by Methelina
01 Mar 2017, 01:17
Forum: General Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 21315

Re: PBR and Graphics Improvements implementation

NNneddd more captive coders to continue xD my coders are overburden at the main projects IRL X(
by Methelina
01 Mar 2017, 00:29
Forum: TES3MP
Topic: Thoughts on multiplayer
Replies: 20
Views: 16286

Re: Thoughts on multiplayer

Bret, i post here a link of proto we used, as u asked me :D
Here you are https://github.com/networkprotocol/libyojimbo
by Methelina
05 Sep 2016, 12:12
Forum: General Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 21315

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
by Methelina
05 Sep 2016, 07:12
Forum: General Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 21315

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...
by Methelina
04 Sep 2016, 22:42
Forum: General Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 21315

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
by Methelina
04 Sep 2016, 18:30
Forum: General Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 21315

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
by Methelina
03 Sep 2016, 14:52
Forum: General Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 21315

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?
by Methelina
03 Sep 2016, 09:56
Forum: General Development
Topic: PBR and Graphics Improvements implementation
Replies: 33
Views: 21315

Re: PBR implementation

This is vry first results in a changing lighting system to the PBR one.
Vry WIP
Spoiler: Show
by Methelina
31 Aug 2016, 17:52
Forum: General
Topic: OpenGEX as .Nif alternative for OpenMW
Replies: 136
Views: 87031

Re: OpenGEX as .Nif alternative for OpenMW

Or may be we need a make a human sacrifice?