#28551 posted by damage_inc on 2016/12/14 23:34:52
@Baker: Yes, I have most, if not all, of the RMQ content archived, great stuff there. A ton of cool features.
I admire more than you know everything you guys do. Last time I consolidated it all it totaled about 15 Gb's plus.
Sadly...
#28552 posted by damage_inc on 2016/12/15 02:21:19
With my current drivers(375.95) and a gtx 1060 the RMQ "2011 Singleplayer demo" is completely borked.
HOM's everywhere and brushes just gone missing. I don't think it's my setup. I just put my two .pak files in an id1 set -game and go.
I wanted to look at it again.
Not To Be Contrarian
But I can see an implementation of the following:
"If you have a read-only console variable, how is it even a console variable? It's not variable at all. The user can't change it. How is it even a cvar? Why is it a cvar?"
The user can check what the value is via the console.
The user is prevented from changing it as a function within the game changes it, OR a current state of the program prevents it from being changed.
sv_cheats comes to mind.
#28554 posted by Baker on 2016/12/15 04:53:56
So your example of a read-only cvar is one that isn't read-only?
] sv_cheats 2
You must restart the level for setting to take effect.
] sv_cheats
sv_cheats is 2
#28555 posted by Baker on 2016/12/15 05:02:10
Console variables in Quake have no restrictions on the value. I can do the following if I choose ...
] skill "Blue is my favorite color"
] fov 243030303
Console variables in Quake are not a reflection of the current state.
If you want to see this in action, type "vid_width 720" in the console. By itself, without a vid_restart command, changing the vid_width does not have any effect.
What Do You Guys Think About...
#28556 posted by damage_inc on 2016/12/15 05:20:06
Baker
I was working from memory, it was a poor example.
My point was that I could imagine a few instances where it would be acceptable to allow the player to read - but not modify - the variables directly.
M$
#28558 posted by Mugwump on 2016/12/15 06:32:22
Yet another reason to boycott Losedows 10! Once assholes, always assholes I guess...
Early Demo Of A Real-time Raytracing 3D Engine
#28559 posted by primal (nli) on 2016/12/17 11:31:18
https://www.youtube.com/watch?v=UR4DSgjPVWg
I came across this today. It's a short demo of a rendering engine early in development. It might be interesting to follow where it goes in the future.
#28560 posted by PRITCHARD on 2016/12/17 13:27:45
Reminds me of this vapourware: https://www.youtube.com/watch?v=BpT6MkCeP7Y
These "Real Time Raytracing" engines never seem to catch on these days. As good as that demo looks, I'd have to see a lot more to believe it'll actually "happen". A downloadable demo for instance would be nice. Right now everything on their site is just "coming soon", which isn't exactly confidence inspiring.
In the past they've only worked well for tight scenes where the bounces are rather confined and for lower poly stuff.
The promising thing about this is the claims it is "hybrid" raytracing. So perhaps traditional methods are being used on the more difficult with raytracing assisting.
I've been hanging out for realtime raytracing for over a decade now, I'll not hold my breath.
Just A Clarification
#28563 posted by primal (nli) on 2016/12/17 16:23:46
I am not sure what Pritchard meant in #28560, but I would like to clarify that the ray-tracer engine from my link does have a demo you can try out. It's built into the "3D modeller" package that is on the downloads page. (It's not much of a modeller yet in this bare-bones demo. It just reads text files with scene descriptions.)
http://www.infinity3dengine.com/get-infinity/3d-modeller
You will probably find that the demo doesn't really give you very impressive frame rates for even mildly complex scenes. Until the author comes up with the benchmark he is promising, it's hard to say what reasonable applications this engine could have. I'm a little curious to see what he does with it, but you don't obviously have to be :)
Speaking Of Vaporware
#28564 posted by damage_inc on 2016/12/17 22:39:17
Euclideon???
#28565 posted by PRITCHARD on 2016/12/18 01:31:23
I didn't think to check the link for the 3D modeller, I just went to the other two pages on the dropdown, since I assumed that it wouldn't be anything like the demo video on YT. It's about 50% of that at least but considering you can create more scenes than just the chess board that's pretty decent. Listening to my CPU fan spin up was fun.
It'll be interesting to see what comes next for this, I do want to see a decent realtime raytracing solution in the future. Perhaps even one that can be used for games!
Euclideon
They actually have software out there using their tech.
Just not games... maybe never games.
You can't really call that vaporware.
@Shamblernaut
#28567 posted by damage_inc on 2016/12/18 07:10:05
I only saw the cheesey "unlimited power" YT vids, hehe. Thanks for letting me know.
#28569 posted by muk on 2016/12/19 00:10:47
https://www.youtube.com/watch?v=JfMpG3RW_kU
Wolfenstein 3D running on a Game Boy Color.
I couldn't work out how they had optimised the gbc to make it do that, then I read that the guy included a co-processor in the cart to make it work.
Cool, but cheating.
#28571 posted by PRITCHARD on 2016/12/19 06:48:09
I mean, it's not unheard of for console carts to include non-standard components in order to work. Tended to make them more expensive, of course, which sometimes made the games into commercial failures as a result, but still.
Perhaps in homebrew it could be considered cheating, but I'd still want to give the guy credit.
Apparently he's butting up against the ROM limit of 128k, which means he's managed to shrink what's on there pretty significantly. I think that's neat, even if it'd never actually run on a standard cart.
Don't get me wrong, it's impressive as hell. But I'm more impressed by what people can do with programming wizardry, breaking the limits of what existing hardware can do, rather than adding extra hardware.
#28575 posted by Mugwump on 2016/12/20 20:09:13
I need a program that determines the average RGB value of an image (or part of image), in order to know which color I should apply to a light according to the source texture. Any idea?
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