EDuke32 2.0 and Polymer! "talk about the wonders of EDuke32 and the new renderer"
#2450 Posted 07 September 2011 - 08:13 AM
5 -- run for your life (clearly invalid values that can lead to a crash)
4 and 3 -- very serious and serious
2 and 1 -- warnings
Right now, only the maximum is reported though.
#2453 Posted 11 September 2011 - 03:27 PM
#2454 Posted 11 September 2011 - 08:25 PM
ReaperMan, on 11 September 2011 - 01:29 PM, said:
TX, on 11 September 2011 - 02:46 PM, said:
#2455 Posted 11 September 2011 - 08:29 PM
#2456 Posted 11 September 2011 - 08:29 PM
EDIT that was supposed to be pointing to hendricks266' post
#2457 Posted 11 September 2011 - 09:47 PM
Captain Awesome, on 11 September 2011 - 08:29 PM, said:
If you have no interest in Polymer, why care about it supporting voxels at all? Models _are_ a superset of voxels as they're implemented in BUILD, so there's really no reason to use them over models.
#2458 Posted 11 September 2011 - 11:19 PM
#2460 Posted 12 September 2011 - 12:11 AM
Tea Monster, on 11 September 2011 - 11:41 PM, said:
Voxels are coming back:
http://www.youtube.c...feature=related
http://www.youtube.c...feature=related
http://www.youtube.c...feature=related
http://www.youtube.c...feature=related
Remember; that's all software rendered, since graphics hardware doesn't have voxel support today.
#2461 Posted 12 September 2011 - 12:23 AM
#2462 Posted 12 September 2011 - 06:42 AM
3D Master, on 12 September 2011 - 12:11 AM, said:
http://www.youtube.c...feature=related
http://www.youtube.c...feature=related
http://www.youtube.c...feature=related
http://www.youtube.c...feature=related
Remember; that's all software rendered, since graphics hardware doesn't have voxel support today.
Yes, volume rendering is definitely the future. However, the way BUILD lets you do it is just a tiny subset of models, so of no relevance here. Also, you're very naive if you think this isn't GPU-accelerated. Graphics hardware is programmable enough to be able to pull that off these days.
#2463 Posted 12 September 2011 - 06:44 AM
Tetsuo, on 12 September 2011 - 12:23 AM, said:
Things like fullscreen and mode management are handled by SDL rather than code in EDuke32 itself. Maybe the prebuilts from rhoenie used a different frontend than just the stock SDL one? Do you still get the fancy Mac startup window with your built binaries?
#2464 Posted 12 September 2011 - 06:53 AM
BTW, all the .app file is is a folder with a certain structure with a .plist file that defines the executable to launch when you double click the folder.
Unable to set video mode! Failed setting fullscreen video mode. Load tile 2492: p0-m4-e0 highres/screen/menu/2492_ver.png... 37 ms PR : Failed to compile GPU program with bits 528449! PR : Compilation log: 2ÂÌ¥ PR : Vertex source dump: 2ÂÌ¥ PR : Fragment source dump: 2ÂÌ¥
Is what gets spammed in the log... btw.
Running the binary by itself makes no difference.... I just tested that out. I even tried pulling the binaries out of the .app folder structure but that makes no difference to the fullscreen either.
I downgraded it to the last build Helixhorned had uploaded (eduke32-osx-1934) and fullscreen works there. The downside is I don't get the other fixes by running an older build.
By the way I wasn't getting the startup window with Helixhorned's build either.
This post has been edited by Tetsuo: 12 September 2011 - 08:31 AM
#2465 Posted 12 September 2011 - 01:08 PM
Plagman, on 12 September 2011 - 06:42 AM, said:
Letting the GPU run a software renderer isn't hardware dedicated to voxel rendering.
#2466 Posted 12 September 2011 - 04:55 PM
#2468 Posted 17 September 2011 - 11:21 PM
#2469 Posted 17 September 2011 - 11:53 PM
Plagman, on 17 September 2011 - 11:21 PM, said:
Yes, it's Roma's model. He also needs to modify it for these three tiles from Nuclear Winter:
-->

/hijack
#2471 Posted 19 September 2011 - 07:28 PM
Plagman, on 11 September 2011 - 09:47 PM, said:
You misconstrue my post. I actually had an interest in shifting the project toward Polymer, but I was waiting on implementation of voxel support. I plan for voxels to be a mainstay of the visuals for the mod. I value their graphical appearance, and that is the reason to use them over models. Models aren't pixellated as voxels are.
Tea Monster, on 11 September 2011 - 11:41 PM, said:
Duke Nukem 3D? Dude, this is the 21st Century!
#2472 Posted 19 September 2011 - 07:40 PM
#2473 Posted 19 September 2011 - 07:46 PM
#2474 Posted 19 September 2011 - 07:49 PM
BUILD Engine History:
Quote
02/08/1996: Added VOXEL support (.KVX files)
#2475 Posted 19 September 2011 - 08:00 PM
#2476 Posted 19 September 2011 - 08:06 PM
My view is that while voxel support would be nice -- if it could be implemented in a way that wasn't horrible (an important qualification that Plagman doesn't think can be met)-- we can live without it and there are more important things to worry about:
http://forums.duke4....dpost__p__88492
Plagman, on 31 May 2011 - 09:39 PM, said:
- Move the diffuse modulation from the material to the vertex attribute. That would cause the amount of different materials in a map to be all the different tiles used, instead of the more complex tile X shade.
- Move plane vertex attributes from several unique vertex buffers to a single storage or several depending on the staticness of the data.
- With a more reasonable material count and stuff sharing buffers, we can start batching planes together. To leverage that, throw planes into material buckets instead of rendering them right away. When we're done building index buffers for the buckets, submit them in one big go (one per material).
- Change the HSR walking to do a first pass before doing the actual shaded drawing. This means that in the event that occlusion queries have to be reaped, we can get the result a lot faster since we're pushing a lot less pixels using a passthrough fragment program.
- For rendering the shadow maps, we only need materials for sprite silhouettes. The rest can be batched in a single draw call after building the right index buffer, same as above. This will be a lot faster.
(Even) bigger projects:
- Defer the lighting model to shade from a fat buffer instead of inline. This eliminates two very expensive steps, light culling and multi-pass drawing.
- Instance models together.
The importance of the Polymer overhaul dwarfs the importance (if any) of adding voxels to Polymer or anything else Polymer related we talk about around here. If it doesn't run well, then the other stuff is moot. Having said that: yes, it can be made to run well right now, but it takes a decent rig and maps that aren't very complex and/or don't have lots of lights.
#2477 Posted 19 September 2011 - 08:15 PM
#2478 Posted 19 September 2011 - 08:26 PM
DeeperThought, on 19 September 2011 - 08:06 PM, said:
No.
Plagman, on 19 September 2011 - 08:00 PM, said:
Yeah.
#2479 Posted 19 September 2011 - 08:34 PM
Captain Awesome, on 19 September 2011 - 08:15 PM, said:
Please qualify point #1 beyond what "you think", because I can't read your mind. I think it can, and I like to think what I think is closer to the truth than what you think. =)
Point #2 shows how much attention you've been paying to this whole debate; you just chimed in to hate on Polymer but have no idea what's actually going on, nor any actual intention of porting any "projects". To make it perfectly clear, let me reiterate a few important things: the way voxels work in Polymost is by doing exactly this, namely to convert a perfectly good volume set into a polygonal model, resulting in tons of geometry being generated in a suboptimal fashion. What they're asking me is to port this fucked up process over to Polymer. What I'm saying is that it's fucking retarded, and that while I might implement first-class volume rendering capabilities into Polymer at some point in the distant future there's much more critical work to be done first as DT pointed out. Going with the same half-assed hack that Polymost has would be stupid. There's already so much bloat going on in EDuke32, the last thing it needs is (another..) built-in converter that converts all your voxels into models every time you start the goddamn game. If you do the conversion offline, you save tons of CPU cycles when loading the game and it gives you the option to touch up your model after it's done and unlocks a whole range of shit that you're free to not use if you have an old-school fetish, and I respect that since as you said it would be hypocritical to dismiss that on a forum board that talks about Duke Nukem fucking 3D, of all things.
If anything, we should be removing similar idiocy going on in EDuke32. People should convert their MD2s once and be done with it, and we can remove a whole expensive conversion step and rotting codepaths that constantly introduce bugs. The voxel code in Polymost has all these things and then more weird rendering quirks that behave only slightly differently from models, giving more weird shit to modders to think about when they're trying to get things done. All the Polymer model preprocessing crap should also be thrown into an external tool that only does it once instead of taking half a minute spinning your CPU whenever you start the game with the HRP.

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