Difference between revisions of "Techlinks"

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(3d and graphical techniques)
(3d and graphical techniques)
 
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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
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* see also [[Ogre]]
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 +
=== physics ===
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* bullet-phys-engine demo video : http://www.youtube.com/watch?v=InEmXyaX4Ew
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=== shaders ===
  
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* http://frustum.org/3d/
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* http://esprit.campus.luth.se/~humus/3D/
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* http://sfz.schattenkind.net/wiki/index.php/CellShadingNotes
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* http://www.ogre3d.org/phpBB2/viewtopic.php?t=32906&start=0&postdays=0&postorder=asc&highlight=  three kingdoms watershader showcase
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* http://www.gamedev.net/reference/articles/article2138.asp watershader article
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* http://www.gamedev.net/reference/list.asp?categoryid=83#203 lots of articles on shaders
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* 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
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* http://www.fxpression.com/GalleryParticleUniverse.html  ogre particle plugin
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* 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)
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* 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.ogre3d.org/wiki/index.php/Wiki_Digest ogre wiki digest]
 
* [http://www.ogre3d.org/wiki/index.php/Wiki_Digest ogre wiki digest]
 
*[http://www.theprodukkt.com/mobile Paper about procedual texture generation from the demoscene]
 
*[http://www.theprodukkt.com/mobile Paper about procedual texture generation from the demoscene]
 
*[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://www.ogre3d.org/phpBB2/viewtopic.php?t=31997 Portal Connected Zone Scene Manager]
 
*[http://www.ogre3d.org/phpBB2/viewtopic.php?t=31997 Portal Connected Zone Scene Manager]
 
* 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
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* http://www.tar.hu/gamealgorithms/index.html core techniques and algorithms for games
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* http://www.realtimerendering.com/ realtime rendering resources
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* http://www.ogre3d.org/phpBB2/viewtopic.php?t=27394 fully destructible
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* http://levelofdetail.wordpress.com/2007/04/15/hardware-accelerated-ambient-occlusion-techniques-on-gpus/ ambient occulsion shader for trees
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** http://download.nvidia.com/developer/SDK/Individual_Samples/DEMOS/OpenGL/src/dynamic_amb_occ/docs/214_gems2_ch14.pdf
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* http://www.ogre3d.org/phpBB2/viewtopic.php?t=37072&highlight=  Planetary Atmospheric Scattering
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* http://www.ogre3d.org/phpBB2/viewtopic.php?t=36655 PagedGeometry : manages masses of objects (grass,trees), uses impostor
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*  http://www.gamedev.net/community/forums/topic.asp?topic_id=468418  triplanar mapping for texture
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* [http://scr3.golem.de/?d=0712/naruto&a=56691&s=2  grass screenshot in xbox game]
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* [http://www.stevestreeting.com/2008/05/27/fighting-nvidia-17516-mipmapping-issues/ ogre mipmapping problems opengl]
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* http://apricot.blender.org/?p=192 blender realtime terrain texture editing (splatting,stencil?)
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* http://www.ogre3d.org/phpBB2/viewtopic.php?t=42507 ogre terrain editor
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* http://www.umbrasoftware.com/index.php?videoreel video showing occulsion culling
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* http://developer.nvidia.com/object/doc_shadows.html Real-time Shadow Algorithms and Techniques
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* http://www.youtube.com/watch?v=v2q5kuic6HA Locomotion System,  walking animation system, step, stairs etc. runevision.com unity3d.com
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* [http://www.facebook.com/video/video.php?v=670779714923 lugaru blood]
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* [http://www.youtube.com/watch?v=wKLaMN9dnjQ Euphoria 3d Ragdoll Engine by Natural Motion]
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* [http://www.zarria.net/nrmphoto/nrmphoto.html normalmap from photos]
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* [http://alientrap.org/forum/viewtopic.php?p=16725#16725 alienarena normalmaps]
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* [http://alientrap.org/forum/viewtopic.php?p=10935#10935 alienarena normalmaps2]
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* [http://nifelheim.dyndns.org/~cocidius/normalmap/  GIMP normalmap plugin]
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* http://wiki.freegamedev.net/index.php/Texturing_Links
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* http://forum.freegamedev.net/index.php?t=msg&th=2126 vehicle phys discussion/list
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* http://rigsofrods.com/ vehicle phys game (ogre + lua, but closed source)
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* 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
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* http://www.stevestreeting.com/2009/01/04/depth-shadow-mapping-dx9-depth-range-gotchas/ depth shadow mapping
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* http://www.youtube.com/watch?v=hOvq3-oG5BM sumo realtime walk physics (Sumotori Dreams)
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* http://vegastrike.sourceforge.net/forums/viewtopic.php?p=103561#p103561  (self-reflection fake shader)
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* http://www.geeks3d.com/?p=3672 nvidia directx11 ocean water shader
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* 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]
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* http://www.gamedev.net/community/forums/mod/journal/journal.asp?jn=263350&reply_id=3198944
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* http://diaryofagraphicsprogrammer.blogspot.com/2009/08/siggraph-2009-impressions-inferred.html  2009 : new light tech : Inferred Lighting
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* 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
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** http://developer.nvidia.com/object/gpu_gems_2_home.html
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** 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
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* http://www.opengameforge.org/components/com_mambowiki/index.php/Resources  city, terrain
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* https://sourceforge.net/projects/ogremp  boost replacement for threading, meant for ogre
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* http://www.drizzle.com/~scottb/gdc/continuous-world.htm continuous-world
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* 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
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* 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)
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* 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]
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* http://www.runuo.com/forums/playuo-krrios-client/89100-playuo-guide.html
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 +
== my ogre notes ==
 +
see [[Ogre]]
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* particle editor : http://www.ogre3d.org/forums/viewtopic.php?f=11&t=61559#p410457
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* http://www.intel.com/cd/ids/developer/asmo-na/eng/dc/threading/331359.htm

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