Tonight I have added some more to the Fire project, put in my old school fire too.
All from my archive blog:
Hope you find it useful
Tonight I have added some more to the Fire project, put in my old school fire too.
All from my archive blog:
Hope you find it useful
Not checked in yet, but started to create a Deferred Lighting sample in my MonoGame repo. Looks like I have an issue with either calculating normals, or importing them
If I do check it in today, it will not be ready, it’s still a work in progress
Just got shadow maps done too, just hope I can get it checked in today, I really should be working though
Multi lights with multi shadows, soft and hard shadows shown here, just need to tidy the code and shaders up a bit now lol
Looks good! Are you planning to tackle point light shadows?
Yea, not sure how efficient they are though, as you are looking at a 6 way render per point light
You could update the shadow maps only if necessary.
It might be an option to go with paraboloid mapping which requires only two shadow maps but is a bit heavier to calculate and has other disadvantages like a visible seam in some cases.
Ya i never could get parabolic shadow mapping to work right due to the seem which really is a deal breaker.
Would love to see a working example of that which is equivalent to a cubed shadow map.
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Im gonna check this out when if i get a chance. looks succinct and in order.
Is that water just a quad with refraction or is that a actual model mesh warping under the vertice shader ?
Little bit more in there today, need to clock off in a bit though. Going to check it in, but please be aware this is a WIP
The water is a mesh, the wave function is done on the GPU.
OK, checking this in, tidies the code up a bit and fixed a few tangent calcs in my primatives
Hope you find it useful
N.B. Not added point light shadows yet…
So, was thinking about cross hatch shaders the other day and this morning found this articles for use with Unity, so just ported it to my samples repo
I think I am going to take my material framework from my engine and put it in the samples so it makes doing this sort of stuff a little easier… may end up restructuring the samples all together lol
After reading @willmotil’s post here, I thought I might migrate a RTSP library I wrote to MonoGame, I guess you can do what you like with it, you may want to optomize the way I am loading the Texture2D, seems a little cumbersome, was easier in Unity, I could do a RawLoad from the IntPrt
Updated the RTSP streamer code as I found it had a memory leek in the unsafe bit. Hoping I fixed it anyway
FYI,
Last night I added a FXAA post process to my Post Processing samples. The shader has been ported from a Unity tutorial I found here.
It’s not the final shader, it will need optomizing and Ill break it down in a tutorial at some point.
I have opened up one of the first Patron MonoGame tutorials I wrote last month to none Patrons. I may do this with other comunity posts as they age.
Happy to say I now have it working in my sample code base, and ill be commiting it to the repo, here, later today
That is a nice one
OK, just updated the samples to work with MG 3.8. I have just added the existing source to the 3.8 projects as links, but all other samples going forward will be for 3.8 only.
As a recap of what’s in here:-
Samples created based on community questions here:
SpriteBatch flags.
Image displacement
Mesh rendering
AA Rectangle collision
Key frame sprite animation
Terrain Examples:-
Basic terrain
Geo Clip mapping
Ports of my Old XNA posts
Basic water
3D and old scehool fire
My light and shade series
Other sand box samples:-
2D Crepuscular (god) rays
Deferred ligjting with shadow maps
A full post processing framework
Ray picking
Clouds
So, a fair bit in there really, hope you guys find it useful
All the MG 3.8+ code has a post fix of Core…