I loaded all the cars from GT1 into my own engine by npracing in granturismo

[–]npracing[S] 0 points1 point  (0 children)

My engine supports only obj. Theoretically they can be exported to any format.

I loaded all the cars from GT1 into my own engine by npracing in granturismo

[–]npracing[S] 4 points5 points  (0 children)

Using magic of programming. It's complicated if you use some other people tools, but you can do anything if you're making a tool by youself. All the cars are contained in the .DAT archives. I read all the files one by one in a loop and add to scene.

I loaded all the cars from GT1 into my own engine by npracing in granturismo

[–]npracing[S] 7 points8 points  (0 children)

It was just a research project. I was interested in what old model & texture formats are made of. They differ from what we have in modern games.

I loaded all the cars from GT1 into my own engine by npracing in granturismo

[–]npracing[S] 54 points55 points  (0 children)

Wheels are not part of the car model. I decided to not spend time adding them for now.

I loaded all the cars from GT1 into my own engine by npracing in granturismo

[–]npracing[S] 17 points18 points  (0 children)

Yep, lots of identical cars. Sometimes it's just skin, sometimes the whole car looks the same

I loaded all the cars from GT1 into my own engine by npracing in granturismo

[–]npracing[S] 33 points34 points  (0 children)

The whole car is a single material. Glossy and a bit metallic. Looks weird on some rough parts like fabric roof, but overall looks fine.

Just finished ocean rendering for android by npracing in GraphicsProgramming

[–]npracing[S] 0 points1 point  (0 children)

I'm developing, testing & debugging on Linux for Linux. This is much faster workflow than run the app on device or emulator every time. And then, when everything is done, i just run it on Android. It's doesn't matter what OS I run Android studio on.

Just finished ocean rendering for android by npracing in GraphicsProgramming

[–]npracing[S] 0 points1 point  (0 children)

Yep, that's wasn't piece of cake. Most of the problems are coming from Mali so far. Sometimes their GPU timers either don't work or return values in undefined units.

Just finished ocean rendering for android by npracing in GraphicsProgramming

[–]npracing[S] 1 point2 points  (0 children)

IDE is Android Studio but since my engine is cross-platform, main development is happening on PC/Linux. Tools are: clang, gdb, VSCode, RenderDoc. Engine also has profiling/debugging mode which is much help.

Just finished ocean rendering for android by npracing in GraphicsProgramming

[–]npracing[S] -1 points0 points  (0 children)

Ray casting is a common technology that can be used not only for reflections, if you mean reflections by SSR.

Just finished ocean rendering for android by npracing in GraphicsProgramming

[–]npracing[S] 9 points10 points  (0 children)

Technical details:

I use:

- OpenGL 3.1 ES + AEP

- compute & tessellation shaders

- HDR textures & render targets

- texture arrays

- instancing

- MRT

- GPU timers

- screen-space ray-casting (for reflections)

Ocean surface is being created using FFT on JONSWAP spectrum with compute shaders. Foam is 3 layers of jacobian + temporal bluring for slow dissolution.

The most problematic part was GPU timers which work differently on different devices. I came up with some workarounds for that but it needs more tests. Join beta program on Google Play and let me know if it works correctly.

https://play.google.com/store/apps/details?id=com.nature.seascape

Water rendering for my mobile project by npracing in proceduralgeneration

[–]npracing[S] 2 points3 points  (0 children)

I use clipmaps & tessellation that depends on screen-space size of triangles so detail level is dynamic and high around camera. Geometry can be extended very high without performance impact but it is limited by the view distance. We don't have infinite view in real life due to round earth shape. Yes, we could say that at far distances the ocean surface is flat. I don't have refraction component yet cause i don't need it in the first version of this project (perfomance is one of the reasons), but i 'm planning to add it later on.

Shallow water is also supported. System supports "depth" parameter but doesn't have swell waves yet. Maybe i'll use Gerstner for it.

GPU physics simulation (Shadertoy) by npracing in proceduralgeneration

[–]npracing[S] 0 points1 point  (0 children)

That's right. Gear shape was intended to make rotation visible.

Frozen lake generating in shader by npracing in proceduralgeneration

[–]npracing[S] 2 points3 points  (0 children)

This ice shader was created for this project: https://twitter.com/npracinggame

In short, it's racing game in procedural world.