Brilliant article! I did fonts the other night by hand the long way and regretted it. And I can finally follow something on shading! I need to learn these.
Brilliant article! I did fonts the other night by hand the long way and regretted it. And I can finally follow something on shading! I need to learn these.
Mhh, I guess the tutorials I wrote that contained shaders (spawner and lighting) didn't help much on the shader side?
I mean using normal map and light to illuminate sprites.
Ah, sorry, now I get it, I misunderstood your previous comment completely the other way round. I thought you meant, "the same effect can be achieved using sprites". Of course, you can do the same with them Thanks for the link.
sausage wrote:
Brilliant article! ... I need to learn these
Thanks sausage You do great stuff with Orx, I hope the tutorial helps you make them even greater If you give it a try, you know I can give online assistance on gitter.
iarwain wrote:
Mandatory nitpicking comment:
Thanks, your nitpickery has been greatly appreciated
I guess the tutorials I wrote that contained shaders (spawner and lighting) didn't help much on the shader side?
I think those tutorials are great, conveying so much information, but one of the reasons I wrote this tutorial is that they might be a bit scary for someone who'd just want to tip his toe into shaders. Your tutorials contain a considerable amount of text and non-shader code before introducing the shaders. I just wanted to write a tutorial that focuses on shaders, trying to illustrate how Orx makes working with shaders extremely simple, and that the idea of a shader is very simple too.
I guess the tutorials I wrote that contained shaders (spawner and lighting) didn't help much on the shader side?
I think those tutorials are great, conveying so much information, but one of the reasons I wrote this tutorial is that they might be a bit scary for someone who'd just want to tip his toe into shaders. Your tutorials contain a considerable amount of text and non-shader code before introducing the shaders. I just wanted to write a tutorial that focuses on shaders, trying to illustrate how Orx makes working with shaders extremely simple, and that the idea of a shader is very simple too.
I see your point, though the C-side introduction of the shader part (handling the event) is almost at the beginning of the lighting tutorial. Maybe it should have been reversed?
Brilliant article! I did fonts the other night by hand the long way and regretted it. And I can finally follow something on shading! I need to learn these.
Mhh, I guess the tutorials I wrote that contained shaders (spawner and lighting) didn't help much on the shader side?
Yes those other tutorials have been a little intimidating. The official one covers spawners, multiple config files, alpha/mixing, and towards the end, shaders.
The real difficulty for me was understanding what a shader actually was. I think of old school concepts when I hear the word "shader" like: gouraud shading or whatever.
When you find out the sorts of things a shader can actually do: things like water effects and all kinds of crazy things, the term shader becomes a confusing one.
Then you're confronted with a big tutorial and it's all too just too much
As a side note, the "modern" notion of shaders has been introduced in... 1988.
Like on the Amiga? That's where I first saw demos doing stuff like gouraud shading. I was never sure if those shaders had any relationship to these shaders today.
But you asked about the lighting tutorial. It's pretty comprehensive. I'd personally start by dipping my toes with enobayram's text one, and once comfortable, move to the lighting one.
Shading models (not shaders) are from the early 70s, but the shaders (as microcode executed for rendering purposes) was introduced by Pixar with Renderman in 1988.
Comments
First part (actually whole article) of the article has explanation. http://www.gamasutra.com/blogs/OliverFranzke/20140828/224326/Dynamic_2D_Character_Lighting.php
Mandatory nitpicking comment: when you say
I think you might instead want either:
Or:
Mhh, I guess the tutorials I wrote that contained shaders (spawner and lighting) didn't help much on the shader side?
sausage wrote: Thanks sausage
iarwain wrote: Thanks, your nitpickery has been greatly appreciated
I think those tutorials are great, conveying so much information, but one of the reasons I wrote this tutorial is that they might be a bit scary for someone who'd just want to tip his toe into shaders. Your tutorials contain a considerable amount of text and non-shader code before introducing the shaders. I just wanted to write a tutorial that focuses on shaders, trying to illustrate how Orx makes working with shaders extremely simple, and that the idea of a shader is very simple too.
I see your point, though the C-side introduction of the shader part (handling the event) is almost at the beginning of the lighting tutorial. Maybe it should have been reversed?
Yes those other tutorials have been a little intimidating. The official one covers spawners, multiple config files, alpha/mixing, and towards the end, shaders.
The real difficulty for me was understanding what a shader actually was. I think of old school concepts when I hear the word "shader" like: gouraud shading or whatever.
When you find out the sorts of things a shader can actually do: things like water effects and all kinds of crazy things, the term shader becomes a confusing one.
Then you're confronted with a big tutorial and it's all too just too much
Like on the Amiga? That's where I first saw demos doing stuff like gouraud shading. I was never sure if those shaders had any relationship to these shaders today.
But you asked about the lighting tutorial. It's pretty comprehensive. I'd personally start by dipping my toes with enobayram's text one, and once comfortable, move to the lighting one.