Projects:
  • Smith - updated 2018-12-14 03:27:00
  • jkl2obj - updated 0000-00-00 00:00:00
2018-12-14 03:18:10
smith 1.5 (shadows)

version 1.5 release

special thx to SomaZ for assisting with shadows!!
still some work to be done but its ready for primetime if yall want to check out JK with shadows.

visit https://smith.bah.wtf/
or just grab https://smith.bah.wtf/Smith.exe

NOTE: much optimization is needed so apologies for the time being if smith runs poorly on your machine. on the Renderer tab, turn off shadows and bloom to get the majority of your FPS back.

Smith - shadows update dec18
special thanks to SomaZ for directly assisting with the depth cubemapping, as well as providing other valuable feedback.
Date added: 2018-12-08 03:24:40
Smith - gfx update
nearly done with the performance debacle that bumpmaps have inflicted; after Fusion generated normalmaps for every stock texture, 20fps on an excellent pc was no good.. transforming the engine over to VBOs for all jkl/3do rendering (including some speci
Date added: 2018-11-26 07:58:18
Smith - HDR
playing with some color correction and rendering to floatingpoint color buffers (HDR)
Date added: 2018-11-21 23:22:20
Smith - bumpmaps!
Date added: 2018-11-17 17:44:30
Smith - kyle's comin
still havent solved cubic depth maps yet, but i reoriented the shadow source to hint at what point light shadows will truly be like
Date added: 2018-11-15 01:00:36
Smith - shadows update
still some work to do but in a great place
Date added: 2018-11-14 16:19:25
Smith - shadow sneak peek
this is only a preliminary test of the "shadow" framework. the last week been spent on allowing the world rendering to be recursive. next is cubemap for the (per light) shadow depth buffer to enable point light based shadows. then we can finesse some smo
Date added: 2018-11-14 03:48:42
Smith - comparison 2
Date added: 2018-11-10 23:47:49
Smith - saber trails version 0.1
Date added: 2018-11-10 22:55:20
Smith - renderer modes
good overview of all the graphical enhancements
Date added: 2018-11-10 18:25:58
Smith - lighting update
all dynamic light framework moved to shaders
Date added: 2018-11-07 15:00:29
Smith - light refining
playing around with some ideas.. self illuminated things and surface textures and special effects get rendered to an emissive light texture to be later re-rendere.. anyway, its a very subtle effect (as it should be) that you'd notice if it was gone.
Date added: 2018-11-05 03:18:06
Smith - lighting
working toward unifying the level and thing lighting routines
Date added: 2018-11-03 01:32:36
Smith - light update
still soem glitches but gettin close to a good experience
Date added: 2018-11-03 00:58:45
Smith - hint bubbles
automatically generates hint bubbles for things and surfaces linked to cogs
Date added: 2018-11-01 03:33:20
Smith - export template to gob
can export a thing (including ALL dependant 3do/mat/cog/spr/ai/snd/pup/wav/etc..) as a single .gob file; easily importable later
Date added: 2018-10-30 03:32:56
2018-10-28 23:32:23
twitch sometimes

sometimes streamin codin, other times games
https://www.twitch.tv/bahstrike/

Smith - render to texture
sample security cam COG: http://smith.bah.wtf/rendertest.txt
Date added: 2018-10-25 15:00:05
Smith - audio environment engine
very close to audio engine probing environment to determine reverb effects to apply automatically
Date added: 2018-10-18 03:05:02
Smith - ned update
moved common tool popups into side panel. loading levels from within gobs is fully supported.
Date added: 2018-10-09 16:30:28
Smith - cam sync
ned's 3d preview and smith's main play window have cameras synced in real-time
Date added: 2018-10-07 01:26:42
Smith - splash screen
figured this would be nicer than commandline arguments :D can still use them to bypass the startup screen
Date added: 2018-10-04 15:10:03
Smith - ned integration
first step in a broader world of fusing level editor and game engine
Date added: 2018-10-03 02:16:40
Smith - ned update 9/3/18
super tedious rewriting all this by hand but whatever, it's coming together
Date added: 2018-09-04 03:01:09
Smith - ned update
the jed->ned delphi->c# rewrite is coming along
Date added: 2018-08-19 06:18:06
Smith - ned
early stage rewrite of JED in C#
Date added: 2018-08-11 14:31:55
Smith - thing animator
interface for in-game .key animation editor
Date added: 2018-07-27 23:20:46
Smith - sabers
got em looking proper! quadrilateral projection interpolation was the key
Date added: 2018-07-20 00:23:11
Smith - cutscenes
added SAN cutscene support
Date added: 2018-07-17 15:16:18
Smith - cutscenes
added SMK cutscene support
Date added: 2018-07-17 15:15:19
Smith - waggle and shake
added waggle, pov shake and crosshair
Date added: 2018-07-12 01:02:49
Smith - particles
a ton of research on JK particles is paying off
Date added: 2018-07-09 03:38:58
Smith - Debug tools
framerecord tool captures all attributes of everything in the game and can be scrubbed on a timeline. free-moving ghost camera enables seeing the event from any angle
Date added: 2018-06-28 02:08:49
Smith - Emissive textures
added support for self illuminated materials
Date added: 2018-06-28 01:52:28
Smith - VR
added VR support. yes, it really is frickin AWESOME
Date added: 2018-06-24 18:08:40
Smith - More modern graphics
HW generated mipmaps, antialiasing, anisotropic filtering
Date added: 2018-06-16 02:16:43
Smith - Texture upscaling
Automatic texture upscaling. Optional.
Date added: 2018-06-16 02:06:58
Smith - Multiplayer 5/25/2018
Early multiplayer; original screenshot 5/25/2018.
Date added: 2018-06-16 01:58:56
Smith - 5/27/18 Progress
Just added per-vertex 3do lighting support thanks to research done by LibSa Norec.
Date added: 2018-05-28 01:25:54