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AndyUK

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29th July, 2010 at 02:36:41 -

I saw a video of someone playing Sonic 2 at a weird angle and It made the parallax backgrounds stand out a lot more. I thought it would be cool to recreate that effect without turning my monitor to the side so I put the perspective object in my game's frame and started messing about.
It didn't quite look as good as I'd hoped but it still looks kinda interesting I think.



 
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W3R3W00F

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29th July, 2010 at 03:19:09 -

You probably could've posted this on the project page... Unless you just didn't want to bring the project to the top page or something, then well.

Albeit a little strange/impossible in some areas, it's pretty cool.



 
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AndyUK

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29th July, 2010 at 03:20:30 -

I did both. Very few people look at my project page so this way it might get a few more looks. Also it's not really an update.

Edited by AndyUK

 
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OMC

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29th July, 2010 at 03:24:55 -

Mah braaaaain!

Nothing wrong with posting this kind of stuff. It's not strictly croc-related.

The perspective object is pretty handy when you've need for it. Makes for nice effects.

 

  		
  		

Ski

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29th July, 2010 at 03:38:12 -

I tried this out a couple of years back now. Poobical also experimented a bit with the object.

 
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Silveraura

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29th July, 2010 at 05:16:43 -

Honestly, it gives me a headache.
My entire intent when I suggested the idea of the perspective object was to allow for creating a fish eye lens effect for panoramic images, making it easier to create higher quality perspective scenes like those you see in Myst III: Exile and Myst IV: Revelations.

In addition to some other nifty tricks, I don't really see much use for the object on anything that probably wouldn't have looked significantly better without it. The perspective object doesn't add any depth to anything, it's just a lens tool which was the only of its kind until MMF2 HWA.

You're a lot more likely to get better results on doing just about anything else (except the panoramic scenes the object was intended for) using pixel shaders, particularly the lens shader which provides beautiful results at a very negligible impact on performance,


Originally Posted by W3R3W00F
You probably could've posted this on the project page... Unless you just didn't want to bring the project to the top page or something, then well.

Albeit a little strange/impossible in some areas, it's pretty cool.




So are we allowed to use the forums here for anything related to what we're making or is feedback on games we make strictly limited to project pages that few people ever go to.

 
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W3R3W00F

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29th July, 2010 at 05:27:25 -

This is a good point. It just seems to make a bit more sense if you post it on the projects page but, once again, good point.

 
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29th July, 2010 at 10:38:32 -

The resoulution is one reason why it's not easy on the eyes. Aside from that, 0:55 was the most interesting and affective perspective to me, because the resoulution wasn't as skewed as the others. Plus those repetive backgrounds don't help either.

 
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Hayo

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29th July, 2010 at 14:53:19 -

I did this in one of the previous incarnations of Fishhead 4. I thought it was nice to look at but not very functional.

 
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AndyUK

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29th July, 2010 at 16:32:55 -

I found the perspective object useful for making a ripple effect in water. But yeah, I don't really want any of those effects in the video in my game. Thats why it's not really project update material.

Edited by AndyUK

 
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31st July, 2010 at 10:26:05 -

I mainly use the perspective object to create ripple effects as Andy said. :3 I also find that it's useful for making intense waves of heat, such as for a desert level or a burning forest a la Sonic 3. I also use it once during FableQuest when the player starts hallucinating after getting sprayed with chemicals.

It's pretty taxing as far as lag goes, though, so I usually try to achieve the effect through other means first. Come to think of it, what does Blue66 use for the Gungirl 2 backgrounds? I notice that they wave extremely smoothly.

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