Shaders where have you been my whole life?

  • #1, by DilatedThursday, 17. September 2015, 18:38 5 years ago
    Man what the hell, I only just discovered shaders, this is cool as shit Thank you Visionaire team and AFRLme for the info on the wiki. Just in case you're dumb like me and didn't realise these functions existed, check it out here http://wiki.visionaire-tracker.net/wiki/Shader_(CMS)

    Now I can add a function to make Paradigm drunk haha.

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  • #2, by ke4Thursday, 17. September 2015, 19:16 5 years ago
    Haha yeah it's pretty cool! :-)

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  • #3, by afrlmeThursday, 17. September 2015, 20:52 5 years ago
    We've had openGL shader support for the past few versions of VS. Actually I think since the beta or first public build of VS 4. Simon has improved on the shader toolkit bit by bit for each new release.

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  • #4, by LebosteinFriday, 18. September 2015, 11:55 5 years ago
    Can you implement this toolkit to the engine in an easy way in future? I think many people are intimidated about that amount of code...

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  • #5, by DilatedFriday, 18. September 2015, 12:00 5 years ago
    Ke4 AWW YISS

    AFRLme : Yeah! I remember Chris talking about it at one point, but I was super confused when I couldn't find it. I didn't realise it was code related.

    Lebostein: Hey man, its actually much simpler than it appears, you don't have to do anything with that huge amount of code, you just have to add it as a definition script in the game.

    Once its in there, all you need to do is create the action "execute script" And then put in the individual effects you want. Examples found here

    http://wiki.visionaire-tracker.net/wiki/Compiled_Index_of_Lu...

    Which are normally just one line of code!

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  • #6, by afrlmeFriday, 18. September 2015, 12:40 5 years ago
    Some of it is actually implemented into the engine itself. Well the openGL shader thing itself I guess. Simon created it as an external script that way so that it could easily be modified by anyone as opposed to having to wait for new builds for new shader features, improvements & bug fixes.

    Sure he could implement it directly into the engine like construct 2 have done, which in some ways would be good as that would allow him to create action part methods for people who don't want to script or learn scripting. I think the current reason for not implementing it is because WxWidgets is very limiting in the amount of option fields you can create for each action part, which is currently limited to about 3, which doesn't leave much room for customization. I believe in the future, hopefully once WxWidgets has been replaced & a custom GUI has been sorted out. At least that's the plan.

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  • #7, by unrealSaturday, 19. September 2015, 02:05 5 years ago
    Check out the DEMO I've made :

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