I have a Tron lightcycle fan game in progress.. well actually the project has stalled for exactly a year. I started wiping the dust off the project and try to finally finish a game. It means rewriting most of the code since it was made in Blender 2.49 and cleaning up it a bit. The only finished thing in the game is the lightcycle itself which I modeled from various references and blueprints from original Tron movie (1982).
some pictures of the project work in progress:
movie
cycle:
blend HERE
obj coming soon...
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- Blender (10)
- Racing game (10)
- BGE Candy (5)
- DoF (5)
- 3d models (4)
- bokeh (4)
- volumetric (4)
- platformer game (3)
- sky (3)
- BGE Air Race (2)
- SSAO (2)
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December 20, 2011
free low-poly shotgun model
This is an old low-poly shotgun model (from 2006) I made for testing purposes. It has been serving me well and I though I should share it with anyone.
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License
so basically you can do anything with it.
1314 triangles
1024x1024 diffuse texture
blend HERE
obj mesh file + texture HERE
This work is licensed under a Creative Commons Attribution-ShareAlike 3.0 Unported License
so basically you can do anything with it.
1314 triangles
1024x1024 diffuse texture
blend HERE
obj mesh file + texture HERE
December 19, 2011
GLSL depth of field with bokeh v2.4
here is a new update on the depth of field shader.
changes:
• again totally redone the depth of field calculation with 2 possible options:
- Physically accurate DoF simulation calculated from "focalDepth" ,"focalLength", "f-stop" and "CoC" parameters.
- Manual - artist controlled DoF simulation calculated only from "focalDepth" and individual controls for near and far blur planes.
• added "circe of confusion" (CoC) parameter in mm to accurately simulate DoF with different camera sensor or film sizes.
• optical lens vignetting factor based on f-stop value and user defined properties.
• cleaned up the code
• some optimization
Shader is HERE
Blend is HERE
controls:
Mouse+WASD - look/movement
LMB - drag the focal point object
1 - enables DoF rendering
spacebar - toggles debug view
Up/Down arrowkeys - zoom in/out (changes focal length)
Left/Right arrowkeys - changes f-stop value
changes:
• again totally redone the depth of field calculation with 2 possible options:
- Physically accurate DoF simulation calculated from "focalDepth" ,"focalLength", "f-stop" and "CoC" parameters.
- Manual - artist controlled DoF simulation calculated only from "focalDepth" and individual controls for near and far blur planes.
• added "circe of confusion" (CoC) parameter in mm to accurately simulate DoF with different camera sensor or film sizes.
• optical lens vignetting factor based on f-stop value and user defined properties.
• cleaned up the code
• some optimization
Shader is HERE
Blend is HERE
controls:
Mouse+WASD - look/movement
LMB - drag the focal point object
1 - enables DoF rendering
spacebar - toggles debug view
Up/Down arrowkeys - zoom in/out (changes focal length)
Left/Right arrowkeys - changes f-stop value
December 13, 2011
SSAO shader update v1.2
December 9, 2011
GLSL depth of field with bokeh v2.3
This is a major update for my depth of field w. bokeh shader.
I have added a python lens control file which gets focus distance from an object, adds control of "f-stop" variable, which controls "aperture" value for the shader.
list all of the new features:
• new and physically more accurate DoF, using real lens equations
• two extra input variables - focal length (in mm), aperture iris diameter (in mm)
• added a debug visualization of focus point and focal range (red line = focal point, green area = focal range)
separate python file:
• sets focus distance from an object
• added slow adaptive focusing for natural feel
• option to control aperture diameter with f-stop values (range: f/1, f/1.4, f/2, f/2.8, f/4, f/5.6, f/8, ..... f/256)
• focal length control (default range from 6mm to 600mm)
Shader is HERE
lens control file HERE (made for Blender)
Blend is HERE
debug focal plane and depth range visualization:
v2.2 was done yesterday and I just did not had the time to post it here.
I have added a python lens control file which gets focus distance from an object, adds control of "f-stop" variable, which controls "aperture" value for the shader.
list all of the new features:
• new and physically more accurate DoF, using real lens equations
• two extra input variables - focal length (in mm), aperture iris diameter (in mm)
• added a debug visualization of focus point and focal range (red line = focal point, green area = focal range)
separate python file:
• sets focus distance from an object
• added slow adaptive focusing for natural feel
• option to control aperture diameter with f-stop values (range: f/1, f/1.4, f/2, f/2.8, f/4, f/5.6, f/8, ..... f/256)
• focal length control (default range from 6mm to 600mm)
Shader is HERE
lens control file HERE (made for Blender)
Blend is HERE
debug focal plane and depth range visualization:
v2.2 was done yesterday and I just did not had the time to post it here.
December 8, 2011
BGE impossibe box
This is a remake of Portal 2: Impossible Box seen here - http://www.youtube.com/watch?v=JAvbdU5NIyw
I made it to test out my remote portal system using multiple viewports and a GLSL stenciling.
blend file HERE
I made it to test out my remote portal system using multiple viewports and a GLSL stenciling.
blend file HERE
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