Page 2 of 2

Re: Free programmer for hire (me)

Posted: Thu Nov 24, 2011 5:58 pm
by devsh
I have no problem with competition.... but god, this whole thread is pathetic. I do not disclose information about mr. burfoot because I have been asked not to, contact mr burfoot(the pm button next to caburfoot's name) yourself if you wish to verify my work experience and I'm pretty sure you'll get your nose rubbed in quite hard.

Re: Free programmer for hire (me)

Posted: Thu Nov 24, 2011 6:29 pm
by Lonesome Ducky
hendu wrote:Why what a generous offer young sire. It would be much appreciated if you could save some people some hours of coding and create a deferred renderer suitable for inclusion in irrlicht, to allow just one toggle to replace the solid render pass with one that allows more lights.
This is actually what I've been working on for the past week or so! I could show some screenshots and the code so far if you interested. It even has hardware skinning enable for animated meshes, and updates tangents and normals for them correctly much faster than the cpu can.

And devsh, this is not a personal attack against you. I really want to help people, and thought I'd satirize your post to do so. The few hours of work thing is not mocking you, I'm mocking myself. I've clearly never been a fan of you, but I wouldn't stoop so low as to try and devalue your work for no reason.
devsh wrote:I mean this is not even a funny *piss take*
LonesomeDucky displays terrible ignorance(as he does not know how much a Bink licence costs) and tries to devalue my skills (when he mirrors what I said with saving "a few hours of work" => is that a hint at how little I have helped mr. burfoot??? I assure it was a lot more than just a few $ and a few hrs.)
As for this: I'm displaying terrible ignorance? Apparently it is you who are, as there was nothing in my post attacking you in any way. Now please, let's keep it civil.

Re: Free programmer for hire (me)

Posted: Thu Nov 24, 2011 11:29 pm
by mongoose7
I, too, would be interested in seeing your deferred rendering framework. How do you configure it?

I guess with the hardware skinning that you can't do shadows? Anyway, I am interested in seeing that, too.

Re: Free programmer for hire (me)

Posted: Thu Nov 24, 2011 11:38 pm
by Lonesome Ducky
I personally configured my framework to take the place of the scene manager for the drawAll function. It uses all the data from the scene manager so it can be easily integrated, but instead of calling smgr->drawAll() you'd do deferred->render(). I'm working now on creating a function to convert all irrlicht lights to deferred lights as well so it can be integrated even more easily. There are some things that had to be changed though that may not be everyone's idea of a good decision. I made it so that if you supply a second texture, it is automatically considered the normal map and turns on normal mapping, and a third texture will be the specular map and will automatically be turned on when a texture is given. This means if someone wants to use something with multiple textures and doesn't want this to happen, they'd have to custom render it to the GBuffer (which I'll eventually add as an option). For me, this was exactly what I needed, but since I wasn't actually planning on releasing it previously, I didn't think about what people would need in general.

Hardware skinning works great with shadows, it just has to be skinned again when rendered from the light's perspective. This is a very miniscule drop in speed since the GPU excels at matrix transformations, and is still orders of magnitude faster than the CPU doing it.

Here is what it currently looks like with 100 animated meshes and 300 point lights running at 100fps (not showing shadows because I'm still getting them right):
Image

The renderer also has the option to toggle on or off common effects like SSAO and DoF. All regular light types have been implemented: Directional, point, and spot.

Re: Free programmer for hire (me)

Posted: Fri Nov 25, 2011 7:02 am
by mongoose7
It looks as if you have been busy. The texture matter could be a problem. Is it possible to have texture "targets", kind of like we have now: addTexture(1, texture)?

Re: Free programmer for hire (me)

Posted: Fri Nov 25, 2011 8:11 am
by hendu
Yes, custom shaders would be needed for a general solution.