Difference between revisions of "Techlinks"

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* http://voxfeminae.planetquake.gamespy.com/tutorials/  sound creation tutorials (seems to be dead, author email : mailto:hellchick@planetquake.com)
 
* http://voxfeminae.planetquake.gamespy.com/tutorials/  sound creation tutorials (seems to be dead, author email : mailto:hellchick@planetquake.com)
 
* http://mixxx.sourceforge.net/  musik
 
* http://mixxx.sourceforge.net/  musik
 +
 +
* http://forums.introversion.co.uk/defcon/introversion/viewtopic.php?p=37268 city generator
  
 
=== searching content ===
 
=== searching content ===
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* http://www.opsound.org/
 
* http://www.opsound.org/
 
* http://www.findsounds.com/
 
* http://www.findsounds.com/
 +
* http://ati.amd.com/developer/shaderx/ShaderX_NPR.pdf (celshading and pencil/crayon-drawing shaders)
  
 
=== gui systems for ogre ===
 
=== gui systems for ogre ===
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* [http://www.ogre3d.org/phpBB2/viewtopic.php?t=25853 BetaGUI 2] - betajaen's overlay-based GUI system now has a new theme system using CSS styles
 
* [http://www.ogre3d.org/phpBB2/viewtopic.php?t=25853 BetaGUI 2] - betajaen's overlay-based GUI system now has a new theme system using CSS styles
 
* [http://www.ogre3d.org/phpBB2/viewtopic.php?t=30547&postdays=0&postorder=asc&start=0 QuickGUI] is another overlay-based GUI system that concentrates on simplicity
 
* [http://www.ogre3d.org/phpBB2/viewtopic.php?t=30547&postdays=0&postorder=asc&start=0 QuickGUI] is another overlay-based GUI system that concentrates on simplicity
 +
* see also [[Ogre]]
 +
 +
=== physics ===
 +
 +
* bullet-phys-engine demo video : http://www.youtube.com/watch?v=InEmXyaX4Ew
  
 
=== shaders ===
 
=== shaders ===
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* http://esprit.campus.luth.se/~humus/3D/
 
* http://esprit.campus.luth.se/~humus/3D/
 
* http://sfz.schattenkind.net/wiki/index.php/CellShadingNotes
 
* http://sfz.schattenkind.net/wiki/index.php/CellShadingNotes
 +
* http://www.ogre3d.org/phpBB2/viewtopic.php?t=32906&start=0&postdays=0&postorder=asc&highlight=  three kingdoms watershader showcase
 +
* http://www.gamedev.net/reference/articles/article2138.asp watershader article
 +
* http://www.gamedev.net/reference/list.asp?categoryid=83#203 lots of articles on shaders
 +
* http://download.nvidia.com/developer/presentations/2004/6800_Leagues/6800_Leagues_SM3_Best_Practices.pdf  nvidia geometry instancing : shader 3.0
 +
* http://www.cg.tuwien.ac.at/research/publications/2007/Habel_2007_IAG/ grass
  
 
=== 3d and graphical techniques ===
 
=== 3d and graphical techniques ===
  
 +
* vimeo wanderers (solar system colonization, nomadic gene, short film) http://vimeo.com/108650530
 +
* spacescape skybox maker : http://www.ogre3d.org/forums/viewtopic.php?f=11&t=56125#p380926
 +
* http://moquette.hybird.org/trac
 +
* http://www.fxpression.com/GalleryParticleUniverse.html  ogre particle plugin
 +
* http://www.ogre3d.org/phpBB2/viewtopic.php?t=30275&start=150&postdays=0&postorder=asc&highlight= building shader for interior mapping (rooms, walls ceiling without geometry)
 +
* http://developer.valvesoftware.com/wiki/Displacements  halflife displacements, like a more flexible heightfield
 
* http://www.duskengine.de/index.php?option=com_content&task=view&id=1&Itemid=21 ogre mesheditor v1.0
 
* http://www.duskengine.de/index.php?option=com_content&task=view&id=1&Itemid=21 ogre mesheditor v1.0
 
* [http://www.ogre3d.org/wiki/index.php/Wiki_Digest ogre wiki digest]
 
* [http://www.ogre3d.org/wiki/index.php/Wiki_Digest ogre wiki digest]
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*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=29107 normal-map-generation]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=29107 normal-map-generation]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=28871 Alpha mapping + normal mapping material script]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=28871 Alpha mapping + normal mapping material script]
 +
* [http://irrlicht.sourceforge.net/features.html#Materials irrlicht material library]
 
*[http://www.ogre3d.org/docs/manual/manual_17.html#SEC62 cubic texture for normal mapping]
 
*[http://www.ogre3d.org/docs/manual/manual_17.html#SEC62 cubic texture for normal mapping]
 
*[http://www.ogre3d.org/docs/manual/manual_25.html#SEC119 normal mapping]
 
*[http://www.ogre3d.org/docs/manual/manual_25.html#SEC119 normal mapping]
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*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=12951&start=0 tile terrain]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=12951&start=0 tile terrain]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=12952&start=0 tile terrain screenshots]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=12952&start=0 tile terrain screenshots]
 +
*  http://www.forgottenworld.de/TBT/ ogre tiled terrain 2
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=25873 LiSPSM (light space perspective shadow maps) shadows]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=25873 LiSPSM (light space perspective shadow maps) shadows]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=24961 Caelum : day and night cycles]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=24961 Caelum : day and night cycles]
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* http://blenderartists.org/forum/showthread.php?t=103830 shield effect
 
* http://blenderartists.org/forum/showthread.php?t=103830 shield effect
 
* http://www.ogre3d.org/wiki/index.php/Light_mapping
 
* http://www.ogre3d.org/wiki/index.php/Light_mapping
 +
* http://www.tar.hu/gamealgorithms/index.html core techniques and algorithms for games
 +
* http://www.realtimerendering.com/ realtime rendering resources
 +
* http://www.ogre3d.org/phpBB2/viewtopic.php?t=27394 fully destructible
 +
* http://levelofdetail.wordpress.com/2007/04/15/hardware-accelerated-ambient-occlusion-techniques-on-gpus/ ambient occulsion shader for trees
 +
** http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/dynamic_amb_occ/docs/214_gems2_ch14.pdf
 +
* http://www.ogre3d.org/phpBB2/viewtopic.php?t=37072&highlight=  Planetary Atmospheric Scattering
 +
* http://www.ogre3d.org/phpBB2/viewtopic.php?t=36655 PagedGeometry : manages masses of objects (grass,trees), uses impostor
 +
*  http://www.gamedev.net/community/forums/topic.asp?topic_id=468418  triplanar mapping for texture
 +
* [http://scr3.golem.de/?d=0712/naruto&a=56691&s=2  grass screenshot in xbox game]
 +
* [http://www.stevestreeting.com/2008/05/27/fighting-nvidia-17516-mipmapping-issues/ ogre mipmapping problems opengl]
 +
* http://apricot.blender.org/?p=192 blender realtime terrain texture editing (splatting,stencil?)
 +
* http://www.ogre3d.org/phpBB2/viewtopic.php?t=42507 ogre terrain editor
 +
* http://www.umbrasoftware.com/index.php?videoreel video showing occulsion culling
 +
* http://developer.nvidia.com/object/doc_shadows.html Real-time Shadow Algorithms and Techniques
 +
* http://www.youtube.com/watch?v=v2q5kuic6HA Locomotion System,  walking animation system, step, stairs etc. runevision.com unity3d.com
 +
* [http://www.facebook.com/video/video.php?v=670779714923 lugaru blood]
 +
* [http://www.youtube.com/watch?v=wKLaMN9dnjQ Euphoria 3d Ragdoll Engine by Natural Motion]
 +
* [http://www.zarria.net/nrmphoto/nrmphoto.html normalmap from photos]
 +
* [http://alientrap.org/forum/viewtopic.php?p=16725#16725 alienarena normalmaps]
 +
* [http://alientrap.org/forum/viewtopic.php?p=10935#10935 alienarena normalmaps2]
 +
* [http://nifelheim.dyndns.org/~cocidius/normalmap/  GIMP normalmap plugin]
 +
* http://wiki.freegamedev.net/index.php/Texturing_Links
 +
* http://forum.freegamedev.net/index.php?t=msg&th=2126 vehicle phys discussion/list
 +
* http://rigsofrods.com/ vehicle phys game (ogre + lua, but closed source)
 +
* http://www.cs.auckland.ac.nz/~jvan006/multitex/multitex.html terrain with highres grayscale details separated from lowres colors
 +
* http://www.ogre3d.org/forums/viewtopic.php?f=11&t=39254  ogre planet heightfield
 +
* http://www.stevestreeting.com/2009/01/04/depth-shadow-mapping-dx9-depth-range-gotchas/ depth shadow mapping
 +
* http://www.youtube.com/watch?v=hOvq3-oG5BM sumo realtime walk physics (Sumotori Dreams)
 +
* http://vegastrike.sourceforge.net/forums/viewtopic.php?p=103561#p103561  (self-reflection fake shader)
 +
* http://www.geeks3d.com/?p=3672 nvidia directx11 ocean water shader
 +
* http://www.ogre3d.org/forums/viewtopic.php?f=11&t=49849 elite-like planet
 +
* [http://www.xmission.com/~legalize/book/preview/poster/pipeline-9.0.png renderpipeline, directx, but interesting]
 +
* http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&reply_id=3198944
 +
* http://diaryofagraphicsprogrammer.blogspot.com/2009/08/siggraph-2009-impressions-inferred.html  2009 : new light tech : Inferred Lighting
 +
* http://www.brighthub.com/hubfolio/matthew-casperson/articles/52773.aspx  ogre3d im browser
 +
* http://www.ogre3d.org/forums/viewtopic.php?f=11&t=53571&view=unread#unread space scenes (infos on where to get free nasa images without copyright problems, cylinder maps of planets..)
 +
* gpu gems : read online on nvidia page :
 +
** http://developer.nvidia.com/object/gpu_gems_home.html
 +
** http://developer.nvidia.com/object/gpu_gems_2_home.html
 +
** http://developer.nvidia.com/object/gpu-gems-3.html
 +
* http://bitsquid.blogspot.com/2010/03/task-management-practical-example.html multicore/multithreading render/anim/sound bitsquid engine
 +
* http://www.antisphere.com/Research/VolumetricBillboards.php several research papers like : volumentric billboards, garment(clothes) modelling with wrinkels, tilepacking
 +
* http://forum.freegamedev.net/viewtopic.php?f=22&t=3176    proland , seemless planetary? procedural 3d terrain stuff http://proland.inrialpes.fr/index.html
 +
* http://www.ogre3d.org/tikiwiki/tiki-index.php?page=VolumeComponent  terrain like structures including overhang
  
 
=== interesting links ===
 
=== interesting links ===
  
 +
* http://codeflow.org/entries/2010/sep/01/hard-constraints-easy-solutions/  bridgebuilder physics
 +
* http://libnoise.sourceforge.net/tutorials/tutorial8.html  random terrain generation
 
*[http://article.gmane.org/gmane.comp.lang.lua.general/16590 Explicitly triggering the Garbage Collector]
 
*[http://article.gmane.org/gmane.comp.lang.lua.general/16590 Explicitly triggering the Garbage Collector]
 
*[http://lua-users.org/wiki/LuaPowerPatches Bitwise Operations and other LUA patches]
 
*[http://lua-users.org/wiki/LuaPowerPatches Bitwise Operations and other LUA patches]
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*[http://www.speex.org/downloads/ voice system]
 
*[http://www.speex.org/downloads/ voice system]
 
* http://vegastrike.sourceforge.net/wiki/HowTos
 
* http://vegastrike.sourceforge.net/wiki/HowTos
 +
* http://simul.co.uk/cloudwright panorama sky, volumetric clouds
 +
* http://www.opengameforge.org/components/com_mambowiki/index.php/Real-Time_Procedural_Universe  procedural
 +
* http://www.opengameforge.org/components/com_mambowiki/index.php/Resources  city, terrain
 +
* https://sourceforge.net/projects/ogremp  boost replacement for threading, meant for ogre
 +
* http://www.drizzle.com/~scottb/gdc/continuous-world.htm continuous-world
 +
* http://www.wowwiki.com/Widget_API wow api for scripting gui stuff
 +
* http://www.incrysis.com/index.php?option=com_content&task=view&id=768  crysis2/CryENGINE2 screenshots
 +
* http://www.geeks3d.com/?p=3781 Large Scale Flocking and Obstacle Avoidance Simulation Using CUDA
 +
* http://www.geeks3d.com/?p=3772 ATI and NVIDIA GDC 2009 Presentations Available!
 +
* http://www.youtube.com/watch?v=i3bPjEbenew "Dear Esther" pretty cave visuals, hl2 mod
 +
* unlimiteddetailtechnology (hagish tipp) http://www.youtube.com/watch?v=Q-ATtrImCx4  ->  http://unlimiteddetailtechnology.com/  (voxel artig statt polys)
 +
* physic walking biped http://forum.freegamedev.net/viewtopic.php?f=20&t=620 http://www.youtube.com/watch?v=lOxeyyooDmw  Siggraph 2010: Generalized Biped Walking Control — Part 1
  
 
=== coding references ===
 
=== coding references ===
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*[http://www.runuo.com/forums/ultima-sdk/49420-ultima-sdk-binaries-source.html ultima-sdk-binaries-source]
 
*[http://www.runuo.com/forums/ultima-sdk/49420-ultima-sdk-binaries-source.html ultima-sdk-binaries-source]
 
*[http://sphere.uozone.net/index.php?title=Patch_Introduction_Into_MUL Patch_Introduction_Into_MUL]
 
*[http://sphere.uozone.net/index.php?title=Patch_Introduction_Into_MUL Patch_Introduction_Into_MUL]
 +
* http://www.runuo.com/forums/playuo-krrios-client/89100-playuo-guide.html
  
== ogre libs ==
+
== my ogre notes ==
 
+
see [[Ogre]]
* collision detection and physics :  (most phys engines also have collision detection)
 
** ogre-addon : ogreode : http://ode.org ogre-binding for ode
 
** gangsta wrapper http://sourceforge.net/projects/gangsta  ogre binding for several phys libs
 
** ogre-Novodex binding http://nxogre.betajaen.com/  (see also ogre-addons for another binding)
 
** ogre-addon : ogrebullet : http://www.continuousphysics.com/Bullet/ bullet phys engine
 
** ogre-addon : ogreopcode : http://www.codercorner.com/Opcode.htm  binding for Opcode (collision detection only)
 
** ogre-addon : ogrenewt : http://www.newtondynamics.com/ binding binding for newtondynamics
 
** ogre-addon : ogretokamak : http://www.tokamakphysics.com/ binding binding for tokamak
 
* sound :
 
** openal http://openal.org/
 
** fmod http://fmod.org/ (free for noncommercial)
 
* networking :
 
** enet http://enet.cubik.org/
 
** sdl-net    http://www.libsdl.org/projects/SDL_net/
 
** raknet http://www.rakkarsoft.com/
 
* user interface :
 
** cegui  http://crayzedsgui.sourceforge.net/  (ogre default)
 
** navi http://www.ogre3d.org/phpBB2/viewtopic.php?t=32384
 
** betagui http://www.ogre3d.org/phpBB2/viewtopic.php?t=25853
 
** quickgui http://www.ogre3d.org/phpBB2/viewtopic.php?t=30547
 
** guichan http://guichan.sourceforge.net/ 
 
** opengui http://opengui.rightbracket.com/
 
* input handling 
 
** OIS    http://www.ogre3d.org/wiki/index.php/OIS (ogre default)
 
** SDL    http://www.libsdl.org/
 
* artificial intelligence and pathfinding 
 
** you'll probably have to code an ai according to the rules of your game yourself, but hare are a few links :
 
** worldmind http://play.zapto.org/wmdb/main.php
 
** http://www-cs-students.stanford.edu/~amitp/gameprog.html#ai
 
** pathfinding lib : http://www.grinninglizard.com/MicroPather/
 
 
 
there are also game engines embedding ogre :
 
* http://www.ogre3d.org/index.php?option=com_content&task=view&id=17&Itemid=141
 
** yake : http://www.yake.org/
 
** goof : http://www.ogre3d.org/wiki/index.php/Game_Object_Oriented_Framework
 
 
 
=== python + ogre ===
 
 
 
it seems to be a bit hidden inside the ogre forums and wiki, but here are a few links to get you started : http://www.ogre3d.org/phpBB2addons/viewforum.php?f=3
 
http://www.ogre3d.org/wiki/index.php/Introduction_to_pyogre
 
http://www.ogre3d.org/wiki/index.php/pyogre_Beginner_Tutoria l_1
 
http://www.ogre3d.org/wiki/index.php/pyogre_Beginner_Tutoria l_2
 
...
 
http://www.ogre3d.org/wiki/index.php/pyogre_Tutorial1
 
http://www.ogre3d.org/wiki/index.php/pyogre_Tutorial2
 
...
 
 
 
it's available with the rest of the ogreaddons from cvs :
 
http://www.ogre3d.org/index.php?option=com_content&task= view&id=17&Itemid=141
 
 
 
=== why ogre ===
 
  
IMHO ogre3d is currently the most powerful opensource 3d engine.
+
* particle editor : http://www.ogre3d.org/forums/viewtopic.php?f=11&t=61559#p410457
it might not be that easy to learn as more limited engines, but its design is good and it is definitely a good choice in the long run.
+
* http://www.intel.com/cd/ids/developer/asmo-na/eng/dc/threading/331359.htm
We've used it for both iris2 (3d ultima online client) and sfz (spacegame), but with lua instead of python, and are very happy with it. It is even used by several commercial application (possible with lgpl license), such as pacific storm and ankh, and some non-gaming applications as well.
 
There is a book soley about ogre, and since recently also features in the popular "C++ How To Program" series of books (since 6th edition, see ogre hp)
 

Latest revision as of 11:47, 30 November 2014

here i want to mirror the tech-link-list from the iris wiki, in case that goes down... the original is here : http://www.iris2.de/index.php/Links


digital content creation

This part is about creating Models, Textures, Musik, etc for Ogre and Iris.

searching content

gui systems for ogre

  • Navi - uses the LLMozLib library to render HTML based GUIs
  • BetaGUI 2 - betajaen's overlay-based GUI system now has a new theme system using CSS styles
  • QuickGUI is another overlay-based GUI system that concentrates on simplicity
  • see also Ogre

physics

shaders

3d and graphical techniques

interesting links

coding references

Compilers

uo related

my ogre notes

see Ogre