Blog! Team! Forum! About Apricot! Press! Gallery! Development! Yo Frankie! Apricot Open Game Project mee!
Apr 29

I’ll be at Libre Graphics Meeting in Wrocław/Poland (Thursday 08th May – Sunday 11th May). This is third edition of this event where people interested about free graphic tools like for example Gimp, Scribus, Krita, Inkscape and ofcourse Blender can meet together. You can expect Blender workshop also Apricot and Peach presentation.

Apricot presentation will be in Saturday 10th 15:30 – 16:15 room D-20 B, so don’t miss it ! But if you do – not a problem because we will show full report here too.
More info: LGM 2008 page.

icon3 7 Comments!


Apr 26
Dev page update
icon1 res | icon2 Crystal Space, Development | icon4 04 26th, 2008

If you want to help Apricot and are not afraid of Crystal Space, C++ code, and in particular Crystal Space’s C++ code – take a look at the Development page, I slightly expanded the Crystal Space section.

icon3 11 Comments!


Apr 26

Lighting things is pretty well covered in Crystal Space* right now; multiple lights can be rendered in one pass, and materials can have the usual assortment of properties such as normal maps, specularity maps etc. giving shiny visuals. However, for a truly convincing environment you also need shadows.

Crystal Space actually supported stencil shadows for a while, but they’re not with out issues: the algorithm inherently can’t support any transparent textures, and extra care must be taken by the artists to produce “closed” models, otherwise the shadows will mess up. Also, the Crystal Space implementation has some issues: they need some effort to set up and animated meshes are not supported.

Thus I implemented shadow map support. Without going into too much technical details, they can support binary transparency (aka alpha test), don’t need special care for the models (just throw anything at them and it’ll look as it should), and due simpler implementation, they work on animated meshes in Crystal Space. Within the render manager framework they can easily be utilized by either using a stock render manager with shadow support or some lines of code in custom render managers.

Now some screenshots on how they look in that well-known small test level:

Shadows test, distant
Shadows test, from a distance

Shadows test, close-up Shadows test, close-up Shadows test, close-up
Some close-ups

Shadows also work on somewhat larger levels:

Shadows on large WIP level
(Ignore the missing textures etc. Focus on the shadows 😉

Some implementation details: Parallel-Split Shadow Maps on top of a plain normal shadow mapping. (You can see the shadow maps displayed for debugging purposes in the lower left corner of the shots.) The”soft” shadows you see are actually provided by the NVidia hardware – so real soft shadows is still something left to be done.

* Well, render manager branch.

icon3 30 Comments!


Apr 24

(note the 2 (!) exclamation marks in the title, i’m excited)

yay! I hated that green background 😀
The other day, talking with Chris about ApriStuffs, we agreed that the old theme wasn’t the better, at this moment we all know that its gonna be a Frankie’s game, so.. why we have 3 rodents in the banner? lets give Frankie what he deserves! a big and *rendered* header 🙂

Was all made in The GIMP, Inkscape and Blender, was just playing around with the old logo in Inkscape, then imported the .svg in Blender as curves, added a material, rendered, and composited.

I’ll be making a splash for our brand new and shiny ApriBranch! we have our own branch! like the one that the Orange project had years ago, we will be adding and testing lots of features we need in this project, before going to trunk.

That’s all for now, hope you like the new theme, is not a big change but i just don’t like white-eye-killing backgrounds.
If you find a bug or something weird just drop a comment please.

icon3 60 Comments!


Apr 23
Tools
icon1 darek | icon2 Crystal Space, Development | icon4 04 23rd, 2008

Many people asking what is what in out development toolchain.
So… for graphics we are using Blender and Gimp (unexpectable huh ? 🙂 ) Read the rest of this entry »

icon3 16 Comments!


« Previous Entries