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DirectX vs OPenGL

Robo
Guest
Quote
2022-02-03 02:56:08

I havent been happy with the faceted (blocky) polygons when using CopperCube's with normal maps.

I compared the exact same ccb file in DirectX & openGL and openGL looks smoother and better than directX....Im thinking to switch my game to run openGL instead - see exact same comparison when using normal maps:

http://lasttrump.net/images/DirectX_vs_OPENGL.bmp

its not massive differernce but I would say about 15% better looking in openGL than DirectX. openGL also has better cross platform support when distributing your game....any comments ???


Robo
Guest
Quote
2022-02-03 03:56:32

FYI - if anyone is interested I found FBX imports very problematic and this image shows the difference between DAE, OBJ and FBX imports with normal maps.

DAE and OBJ are identical except DAE will usually auto link up the textures and also include any vertex coloring so probably the best of them all..I like OBJ also.

FBX face is very dark for some reason and I cannot fix it in CopperCube.

http://lasttrump.net/images/imports.bmp

If you dont like any of my posts then this is for you:
http://lasttrump.net/images/pistolU.jpg


just_in_case
Moderator
Quote
2022-02-03 05:47:02

Yup, Dae, is the best file format if you are dealing with static meshes, the Screenshot that I have posted in the Announcements channel uses a DAE model of the stage with vertex lighting and all the texture data.

Regarding the title and your original post about normal maps in DirectX and OpenGL then I think it has to do with how the normal mapping in CC has been programmed, I do have a shader that I am willing to share with the community that will allow you to use normal maps, specular maps on animated meshes and all, and I found that Coppercube Normal maps lighting are much sharper then the normal maps lighting in my shaders.
So it is CC's inbuilt normal map shaders, that needs a controllable setting to adjust normal maps strength and all. However if you want you can use Parallax Maps instead of normal amps, and you can adjust them with the "Param 1" in the irrlicht/irredit properties.


VP
Guest
Quote
2022-02-03 10:32:31

I've had a play around with both in the past and ultimately settled with DirectX. OpenGL immediately looked very crisp, colourful and displayed text much better/sharper than DX.

I much preferred the look of OpenGL and used it for a while but then I went back to directX after I spotted something I didn't like - I can't remember exactly what - but I think possibly I preferred the lighting in DirectX or maybe some effect I'd used looked better in DirectX or maybe there was something DX could do that didn't work in OpenGL - maybe anti-aliasing? Something was a deal breaker for me.

If I remember correctly, I think OpenGL performed slightly better too in my Cas-Evac game. But there was definitely something which disappointed me with OpenGL once I eventually spotted it - enough to make me switch back to DX in the end.

I just can't remember what it was that changed my mind and if it was a general issue or just something specific to Cas-Evac- but my initial thoughts were that OpenGL looked a lot clearer and performed just as well (if not better).


just_in_case
Moderator
Quote
2022-02-03 11:01:32

Many of you guys might have not known this, but I highly recommend you to not use "Dynamic/Resizeable" as the resolution for your games, Always use "Exclusive/Fixed size"

Otherwise, it will ruin the graphics, most of the graphics will be blurred and you will see artifacts around the text, that can be a reason @VP you were not getting crisp graphics and was having issues with the text. Maybe you were using "dynamic/resizeable" resolution for your games.

DirectX will also look much sharp and clear if you know the correct publishing settings.

I am planning a Youtube Video in which I am going to tell about these little tips and tricks that can improve your game development, and will also showcase some other hidden features.

On a side-note, in OpenGL, you might not be able to use water and realtime shadows too.


VP
Guest
Quote
2022-02-03 11:11:51

Thanks! I did have it set to Dynamic/Resizable.

I've changed it now. Nice one.


Aiming_bullets
Guest
Quote
2022-02-03 12:53:08

I love your videos just_in_case, you guide everything very clearly, but please don't shout out loud your plans about your videos, there are other users who might use your info and can make videos earlier than you and will take all the credits. Always post stuff after you have done it, I have seen a lot of youtuber stealing ideas and videos of others and takes all the credits the original author remains unknown.

Anyways thanks for sharing your great knowledge with us.


Robo
Guest
Quote
2022-02-03 13:23:25

Well , I will wait for just_in_case's video - keen to see that. Didnt know there was any difference between dynamic and fixed actually...

I did find this though - sphere map makes for terminator dynamic chrome effect - its quite cool...finally you can get metallic effect....

http://lasttrump.net/images/Terminator.jpg


Aiming_bullets
Guest
Quote
2022-02-03 13:47:52

It's been about 2 years ago, @just_in_case posted this thing that you are sharing with the community @robo, look here,

https://www.ambiera.com/forum.ph...

and You too have commented there, How is it your find then? Look @just_in_case that is what I have been talking about,

The knowledge that you share here gets buried deep down, and then others claim that they have just found it and takes the whole credit, so don't shout out loud about what you are going to reveal in your videos or shaders, keep it to yourself until you have done it.

It's just my advice for you as I admire your work a lot, I have been following these forums for a long time and other forums as well, and everywhere situations are the same.

I don't know why don't ask for credits for things that you have done.


Robo
Guest
Quote
2022-02-03 14:48:08

ok, thanks 'Aiming_Bullets' - I forget stuff sometimes and 2 years ago...I dont have a perfect memory...so many things in CC... glad I "re-found" it though as just added it into my game just now.

Makes for a better chrome effect and even for a mirror effect looks pretty good also...


Aiming_bullets
Guest
Quote
2022-02-03 15:10:21

@Robo it is not like I am accusing you, there are many in other forums too, who post things by modifying names and different things of someone else's code or project and then present it as their own, recently someone posted Flappy-Bird demo by Just_in_case, and presented it as if it has been done by him, but that Dumb Fellow is so Dumb that he didn't even replace the loading text LOL, how someone can be so dumb and lazy.

I once asked just_in_case to create some of the things that you have created in your game Saturn-7, like the Dust effect, Physics, and Material specific sounds, and I was surprised by his answer.

He said that
as @Robo has already created these kinds of stuff and to some of his behavior he has a price tag, It might not be good and can hurt his feelings, If I create and post something similar for the community for free, however, I can easily do all those stuff and can share with the community but that will not be a justice to the fellow Coppercube user. If I ever have to create things that Robo has used in his game, then I will only create and share it only after the release of his game.


FYI, I highly admire your game "Saturn-7" that's why I asked him, but his answer made me feel upset but then I realized he was right in some sense.

the planets and dust are just wow, in your game. Waiting for you to release it. Have you planned to release it this year?


Robo
Guest
Quote
2022-02-04 00:26:23

Thanks for your comments 'Aiming_bullets' and wasnt aware of just how decent some other forum members are to say that - cheers 'just_in_case' for that.

The dust effect is very simple really - nothing new, ok the assets I used to create that and any sound effects I have of course are only for my game and will go along when I sell it (sound effects alone there are hundreds) - but the process to do that isn't proprietary and can be shared no problem. - at least many things...(ie my inventory system is highly complex and for my game only) so "just_in_case' and other - feel free to share your version of it no problem like solar eclipse....the saying is "copying is the highest form of flattery" so go ahead...

The physics and drag n drop or throw with Physics has been also made by 'smnmhmdy' so more the merrier that make stuff. If you want to create your walking terrain sounds behavior for free - go ahead...I have no issues with it as I was there first (hah).

My game wont be ready for 1-2 years I am afraid as I am slow at working on it...in the meantime make your own versions of whatever you like..


just_in_case
Moderator
Quote
2022-02-04 15:45:38

Wow, some nice conversation going on here, for now, I have no plans to do any of that things from Saturn-7 nor I am into any competition who created things first or discovered things first.
If it wasn't me then someone else would have discovered them at some time. So, it doesn't bother me at all.
Yeah, it does make me a little bit upset sometimes when people don't give proper credits to the codes that I have written, but I never forced them to accredit me.
I am okay with it as long as they are using it in their project either by modifying it or however, they want. It does hurt when they upload it with little modification and remove every accreditation and then claim it as their own, I have been victim to this in past and it hurts my sentiments a lot. Whatever I have been sharing with the community it does take me a lot of time in creating those things, as I am not a professional programmer.

For some of you guys, it is just a simple single line of code with simple maths like addition or subtraction but to me, it takes hours or days to calculate accurately that maths and then some bugs arise and it takes more hours and days to reproduce and debug it and to fix those bugs.

So, I am requesting you all if you are using my codes, then you are allowed to modify it use it however you want, It will be okay if you don't give credits to me, but please don't remove my accreditation details and don't claim the code or project solely as your own.

There are many nice fellows here, who never hesitate to give credits, I remember @hadoken using my Fade-in, Fade-Out shader and modified it for his own use but in the Script code, he did mention my name there with a link to my website. I really appreciate this.

Regarding the video and sharing knowledge then I am really sorry I can't shut my mouth from announcing things that I am going to do or doing at the moment. It doesn't matter how people use that info.

As I have mentioned earlier in many different threads, everybody is contributing their part, there is nothing like who is better and all. I appreciate every effort made by everybody to make this community grows bigger. as @robo says the more the merrier, I have given so much time to this engine, and there are so many things I know about this engine and there are so many things that am still founding and it amazes me when I look at those things and wonders, how many cool stuff this engine is holding inside itself.
As days are passing my memory is also getting weaker and weaker and am losing it, so it's better if I share it with the community. There have been so many that I have been forgotten already, cause I am not using them anymore, For example, the physics engine, its been around 2 years or more I have used the physics engine. Except the ccbSetPhysicsVelocity() command.

I had more than 500+ projects and experiments on my PC, but I have already lost them because of a cyber attack. I am rebuilding my memory but had lost track of so many cool hidden features and fascinating things this engine has been hiding.

Hopefully, the video I am planning will be of some use to you guys.



Robo
Guest
Quote
2022-02-05 01:28:40

Yes, well said 'just_in_case'.
I have added back the credit part to yourself in my fade in/out shader published as when I use my own behaviors/actions dont use my own credits and have to habit of removing anything and everything not required for my code to work - as its not for public viewing - just forgot to add back again when making it public, cheers.


just_in_case
Moderator
Quote
2022-02-05 17:24:15

Thanks, @robo, I appreciate it.


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