You should have the effects be resized based on the pokemon's bounding volume.
You should have the effects be resized based on the pokemon's bounding volume.
This is exactly how I imagine anime water in 3d :)
Oh cool. Can I join? (some of my stuff: Indiedb.com )
Filters aren't necessarily more expensive than shaders on individual nodes. Not very important, just saying.
Well again, its a filter now, applied to the final frame, not individual objects. Adding it as a vertex+fragment shader for only specific models would require to also rewrite the shaders generated by Panda automatically (like for cel shading). Again a shader programmer job.
Another option is putting the outlines in the 3d models, by modelling a slightly bigger black mesh with inverted normals. This looks best, but requires a lot more work from the 3d modellers, especially for rigeed meshes.
Maybe I could get away with a filter by using double-pass rendering, but that could affect performance too much. And even here I'll need a shader programmer to write the filter.
Well I suppose cubic shapes are possible (even then the outline can be destroyed by texture filtering), but try to do that for barrels, etc.
Right now its a filter, in other words its applied on the final rendered frame, not on individual nodes, so applying it only on characters is not as easy as it sounds.
Either way, it has nothing to do with DX/OpenGL materials, its a shader effect. Maybe some 3d modellers allow to apply it as material setting, but in the end a shader is used internally.
I don't really see how using outlines on a texture will be a replacement. Unless you were sure the camera location is static, there's no way to use textures for real outlining. Prove me wrong.
And that algorithm you mentioned seems to give good results, but again I'm not a shader programmer. And the shader would need to be more complex to take into account depth values, otherwise we might end up with outlines on the Sky node.
Anyway, if you know of any shader programmer, please let them know.
There's gonna be a public demo soon anyway, so why bother?
This is how it looked in gen2. Has it changed?
not optimized for ninjas (aka uploaded a minute ago)
Considering both use the same graphics APIs and shading languages, it just seems you looked at some eyecandy on their site and assumed it's superior.
As for easier, you mean you've tried both?
Unity is just the 3dsmax of game engines.
Probably too much traffic for them today.
Just wanted to make sure it wasn't my video codec causing processing failures.
You can kinda guess by comparing the two images posted here.
Unlike email, many games don't need internet connection. So I don't most games moving to the browser anytime soon. And I don't see an issue with installing plugins to run Unity or Panda games, at least you can also make proper standalone versions of the games as well.
Plus pure WebGL will require far more development time.
I didn't make this, but:
1. Saying something is awful isn't constructive crit, unless a way of improving is suggested. Even then it's too harsh.
2. Something sounding like techno doesn't mean it's bad, but that aint techno either way, it's called a synthesizer. I'm a fan of orchestral remixes myself, but that doesn't make this bad.
Actually it looks better. Just noticed that the converter made it 2x faster.
got crits? post here: Pokemonorigins.forumotion.net
Also, Red is based of Red from Pokemon Red/ Pokemon Special. Not Red from FireRed or Ash.
Grass patches, like any other objects, can have LODs, which means at certain distance from camera they will be replaced with some other object or replaced with nothing.
Used to have a vegetation map, but for this kind of game it seemed pointless. It's easier to have grass patches you duplicate and place in the 3d editor.
No.
Actually by that image I wanted to show it is how it should be. Oak's a wide guy, but not fat. No?
We don't know who'll be making those areas, but likely yes.
I don't know, the harmonica can quickly mute other stuff.
With normal texture you can't animate the brightness of each start. I wouldn't worry about performance, the start sprites don't use the depth buffer, the render order of the sky components is hardcoded. But if it would be an issue, I could always go back to rendering a starfield texture, don't worry.
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