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Fancy Graphics & Light

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amgine

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Post Sat Oct 11, 2014 8:30 am

Re: Fancy Graphics & Light

I think bitfighter looking all techno instead of drab will attract more players.
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YoshiSmb

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Post Tue Nov 11, 2014 11:19 pm

Re: Fancy Graphics & Light

Oh men, that caught my eye for a second!

Devs, Any new's here?
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Fordcars

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Post Wed Nov 12, 2014 7:15 pm

Re: Fancy Graphics & Light

Sadly, to make Bitfighter have really cool graphics, the devs would need to port it to OpenGL 2 I believe, which requires a lot of work. I think that it might happen someday though!
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amgine

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Post Fri Nov 14, 2014 5:05 pm

Re: Fancy Graphics & Light

It would look cool though ;)

would te effects be naustiating though ?
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YoshiSmb

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Post Tue Jan 13, 2015 11:57 am

Re: Fancy Graphics & Light

No idea :|
Shaders should be created as scripts like Ford said.
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amgine

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Post Tue Jan 13, 2015 9:16 pm

Re: Fancy Graphics & Light

I still think this should happen even if its a setting.

BUMP.
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kaen

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Post Fri Jan 16, 2015 12:53 pm

Re: Fancy Graphics & Light

Just to clear up a few misconceptions:

Shaders (and rendering) utilize the GPU, a special chip similar to a CPU used only for graphics. Shaders are unlikely to negatively impact CPU.

Shaders deinterlace the drawing routines, so that we do a bunch of CPU stuff followed by a long stretch of GPU stuff. Normal rendering switches between GPU and CPU frequently, which is slower than doing the jobs in larger batches. Shaders can also disable or circumvent unused parts of the rendering pipeline that traditional rendering wastes time on. All of this to say that shaders can actually improve performance on modern desktops.

A prototype shader system was completed years ago, and was demonstrated to be working. It was never integrated into the mainline because there was not enough interest or time, and the community seemed opposed to graphical changes. The upfront time investment is minimal, perhaps a days worth of work.

The prototype system has a simple "off switch" that disables shaders and returns to "normal" rendering (you don't even have to restart the game). It also allows configuring specific graphical effects, so that you can turn them off and adjust the quality for each shader effect that would be introduced.

Finally, shader source code does not need to be compiled into the binary. This means you could edit specific shaders the same way you do lua scripts, making it easy for the community to contribute to their development.
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watusimoto

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Post Fri Jan 16, 2015 2:40 pm

Re: Fancy Graphics & Light

A prototype shader system was completed years ago, and was demonstrated to be working.
It was??
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Fordcars

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Post Fri Jan 16, 2015 3:39 pm

Re: Fancy Graphics & Light

kaen wrote:Just to clear up a few misconceptions:

Shaders (and rendering) utilize the GPU, a special chip similar to a CPU used only for graphics. Shaders are unlikely to negatively impact CPU.

Shaders deinterlace the drawing routines, so that we do a bunch of CPU stuff followed by a long stretch of GPU stuff. Normal rendering switches between GPU and CPU frequently, which is slower than doing the jobs in larger batches. Shaders can also disable or circumvent unused parts of the rendering pipeline that traditional rendering wastes time on. All of this to say that shaders can actually improve performance on modern desktops.

A prototype shader system was completed years ago, and was demonstrated to be working. It was never integrated into the mainline because there was not enough interest or time, and the community seemed opposed to graphical changes. The upfront time investment is minimal, perhaps a days worth of work.

The prototype system has a simple "off switch" that disables shaders and returns to "normal" rendering (you don't even have to restart the game). It also allows configuring specific graphical effects, so that you can turn them off and adjust the quality for each shader effect that would be introduced.

Finally, shader source code does not need to be compiled into the binary. This means you could edit specific shaders the same way you do lua scripts, making it easy for the community to contribute to their development.


KAEEENNNN! Yeah, it was implemented by kaen, raptor showed it to me. But kaen, isn't that impossible with OpenGL 1.2?
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amgine

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Post Fri Jan 16, 2015 6:43 pm

Re: Fancy Graphics & Light

not sure but if the version of OGL is outdated we are using why dont we update ?
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YoshiSmb

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Post Wed Mar 04, 2015 8:23 pm

Re: Fancy Graphics & Light

BUMP!

We seriously need this, literally.
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amgine

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Post Sat May 16, 2015 3:55 pm

Re: Fancy Graphics & Light

BUMP BUMP

give objects a neon glowly outline :)
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watusimoto

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Post Wed May 20, 2015 1:35 pm

Re: Fancy Graphics & Light

For the record, IA was nearly universally hated for, among other things, its hyped up graphics.
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Fordcars

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Post Wed May 20, 2015 3:38 pm

Re: Fancy Graphics & Light

True, but wouldn't at least a small update be neat?
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amgine

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Post Fri May 22, 2015 6:05 pm

Re: Fancy Graphics & Light

I think now that people are more willing to have the Graphcs (even if it is a setting) It wont be a issue now.

It may even get more players!
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watusimoto

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Post Sat May 23, 2015 7:39 pm

Re: Fancy Graphics & Light

Before e do anything major with the graphics, we need to implement shaders.

When we do so, we will try to make it easy to mod the graphics. Then, if anyone comes up with something great, we can easily add it to a future release.

The downside is that 020 is still a ways off, and the shader work has stalled a bit.
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YoshiSmb

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Post Fri May 29, 2015 9:58 pm

Re: Fancy Graphics & Light

Atleast, give us a screenshot of how the shader would look on BF.
I'm impatiently to see it already! ;)

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watusimoto

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Post Tue Jun 02, 2015 6:11 pm

Re: Fancy Graphics & Light

Well, the first iteration would look exactly (more or less) like what we've got now. At least that would be the goal.

Exciting, I know!
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Fordcars

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Post Tue Jun 02, 2015 6:49 pm

Re: Fancy Graphics & Light

If you ever get it working, add a way to have custom shaders please. That would be nutsly amazing.
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amgine

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Post Tue Jun 02, 2015 9:14 pm

Re: Fancy Graphics & Light

I honestly Think Fnacy Graphics would look better not worse give the game a nice tron look :)
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watusimoto

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Post Sat Jun 06, 2015 4:04 pm

Re: Fancy Graphics & Light

Yes, would definitely want a way to have custom shaders.
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amgine

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Post Thu Jun 11, 2015 10:46 pm

Re: Fancy Graphics & Light

In fact why not give the game a tron seel having fading trails behind moving ships and other objects maybe that for another thread though

Probley would be another setting..... ;)
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YoshiSmb

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Post Tue Nov 10, 2015 5:39 pm

Re: Fancy Graphics & Light

BUMP!

Don't let this thread die please...
Can you devs also give us a screenshot of how the shaders would look on BF?
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Fordcars

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Post Tue Nov 10, 2015 8:12 pm

Re: Fancy Graphics & Light

I hear the devs are getting closer to supporting shaders! I only hear this, however.
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amgine

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Post Tue Nov 10, 2015 8:22 pm

Re: Fancy Graphics & Light

Lol I just made myself think of the terrible tron map made with a level gen from way back when anyone still have that?

Would it be possible to have a sprite based system eventully?
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watusimoto

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Post Mon Nov 16, 2015 6:40 pm

Re: Fancy Graphics & Light

I'd say we're closer to wanting to support shaders. My problem is I haven't yet really figured out how to apply shaders to our code, so I'm feeling kind of stuck. I've heard that kaen did some work on this, though, which I haven't looked at yet, so maybe the answer is just waiting for me to download.
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amgine

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Post Fri Nov 20, 2015 12:59 pm

Re: Fancy Graphics & Light

Hmm would rastering be a option at all ?
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watusimoto

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Post Wed Dec 09, 2015 1:28 pm

Re: Fancy Graphics & Light

I don't think that's the direction to go, but I still need to do more research.
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amgine

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Post Thu Dec 10, 2015 12:48 am

Re: Fancy Graphics & Light

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Fordcars

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Post Thu Dec 10, 2015 9:58 pm

Re: Fancy Graphics & Light

3D is also an interesting direction ;)
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Skybax

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Post Thu Dec 10, 2015 10:30 pm

Re: Fancy Graphics & Light

How about pseudo-3D like all the new platforming games coming out..
Where they look like they're in a three dimensional world, and they move like they have three dimensions, but they can still only move along a two dimensional space?

Like what if the Bitfighter ship actually tilted in the direction that it was flying if it was flying a direction different than straight or backwards?
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watusimoto

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Post Fri Dec 11, 2015 3:57 pm

Re: Fancy Graphics & Light

I think Sam686 created a client with some 3D aspects. It's been a while, so I don't remember the details.

It would definitely be possible to modify the existing client to make this possible. But I am left asking... why?
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Fordcars

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Post Fri Dec 11, 2015 8:10 pm

Re: Fancy Graphics & Light

Actually, that is weirdly a good idea amgine had. This could maybe replace all of the fancy neon look we were heading for. We could maybe have a subtle 3D perspectivy look, like while moving or something.

Maybe we could make walls have depth (inwards and outwards so the ship would be in the center)?
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amgine

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Post Thu Dec 17, 2015 12:22 am

Re: Fancy Graphics & Light

raptor wrote:
The BF graphics aren't about performance, they're about a certain aesthetic, which is rooted in the old vector graphics arcade game days, now long gone. Games like Tempest, Star Trek, and Star Castle.T


could it be possible to combine both ideas have Pseudo 3d style game play and have it have the tron look or maybe would only one be better?
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Fordcars

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Post Thu Dec 17, 2015 3:33 pm

Re: Fancy Graphics & Light

Maybe we could add some fancy CRT effects? This seems really easy. We could virtually copy-paste this.

*If we support shaders!!
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amgine

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Post Fri Dec 18, 2015 11:42 pm

Re: Fancy Graphics & Light

Errm no that would take bitfighters quality the other way not forward and improve it. like pseudo 3d or a fancy tron look would why have a cookie when you can have A house sized one?
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Skybax

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Post Sat Dec 19, 2015 10:00 am

Re: Fancy Graphics & Light

I'm pretty sure the SNES was a major graphical improvement from the Arcade games that came before it..
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amgine

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Post Fri Dec 25, 2015 1:09 pm

Re: Fancy Graphics & Light

Maybe there is something I am not understanding here why use lower quality graphics when you can use higher ones?

I think a Tron look with pseudo 3d would be the way to go.
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watusimoto

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Post Mon Jan 18, 2016 2:54 pm

Re: Fancy Graphics & Light

Two reasons: 1) "high" quality is harder; 2) part of the game look is to use retro vector graphics (like Asteroids, for example).

Look only as far as Z.A.P. to see the dangers of "enhancing" the graphics.
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amgine

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Post Mon Jan 25, 2016 11:39 am

Re: Fancy Graphics & Light

I dont remember what happened from the zap graphics thing it was to long ago remind me again.

One other thing im considering would that make it harder to port to a browser version as well since chrome and edge got rid of using npapi.
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Fordcars

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Post Mon Jan 25, 2016 11:42 am

Re: Fancy Graphics & Light

Z.A.P:
zap-550x.jpg
polls_zap_5457_758523_answer_6_xlarge.jpeg
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Skybax

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Post Mon Jan 25, 2016 3:41 pm

Re: Fancy Graphics & Light

I actually kinda like that.. makes me think Z.A.P. didn't tank because of the graphics, but the way in which it was presented
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sky_lark

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Post Wed Mar 02, 2016 3:51 pm

Re: Fancy Graphics & Light

The graphics are inconsistent. It looks bad because only the ships and weaponry are really glowing. If the walls and background were given more contrast and textures and overall design was more complex, I bet it would have been well-received.
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amgine

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Post Thu Mar 03, 2016 12:26 am

Re: Fancy Graphics & Light

Another option im wondering is if realistic space items would be interesting ie ships loops like ships asteroids look more like real ones ect probably would need sprite graphics for that though.
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Skybax

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Post Thu Mar 03, 2016 1:43 pm

Re: Fancy Graphics & Light

sky_lark wrote:The graphics are inconsistent. It looks bad because only the ships and weaponry are really glowing. If the walls and background were given more contrast and textures and overall design was more complex, I bet it would have been well-received.

Sooooo let's do that :D
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amgine

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Post Mon Mar 07, 2016 11:42 pm

Re: Fancy Graphics & Light

Agreed.

Fordcars is working on this now and making some progress.
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YoshiSmb

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Post Sat Aug 13, 2016 7:59 pm

Re: Fancy Graphics & Light

Heh, glad this thread is still alive...

What did i miss after my long hiatus?
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Fordcars

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Post Sun Aug 14, 2016 2:21 pm

Re: Fancy Graphics & Light

This could eventually be a thing!
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amgine

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Post Tue Aug 23, 2016 8:52 am

Re: Fancy Graphics & Light

Tron look :3
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