Aloys wrote:Beside, at some point Cyan would have had to add new shaders, but I guess updating the executable was no problem for them.
Aloys wrote:Don't tell me *you* wouldn't want to write custom shaders. :p
Aloys wrote:I don't see how this was a performance win, even in 2003.
Sirius wrote:Go figure But hey, this was around 2000 ! To me it feels like the stone age - could you even write shaders in anything other than assembly at the time ?
Compiling shaders takes some time too, might have weighted their decision in this direction :shrug:
in Plasma, I have spent countless hours trying to understand how to design some materials/light effects. The result of all these weeks of accumulated knowledge can be summarized to this:
Not that you can't make a good-looking Age with Korman, but it's always going to be work due to the lack of accurate preview
Sirius wrote:Shaders were written by Cyan in assembly (not even HLSL ! this is madness !), and are stored in the executable.
Sirius wrote: Plasma just guesses which fragment shader to use from the plLayer's properties. PlLayers can specify which vertex/fragment shader to use from a predefined list, but that list is very short and mostly just waveset shaders. So not much you can do with it. Besides, Korman doesn't support it, and I've never seen this used in any file.
Sirius wrote:(Does that also mean Plasma materials are rendered in multiple passes ? This is not optimal, but well, it's not like it's a big deal anymore...)
Aloys wrote:But then again, decent lighting and materials can be done in Uru; it's just not easy.
Aloys wrote:This is the one thing I'd love to see improved in Korman. The export/test/modify workflow here is so time consuming..
Tsar Hoikas wrote:[...]the DirectX 8 era renderer when shaders were... not exactly commonplace.
Sirius wrote:usually it's better to focus on proper Age design, and rely on simpler materials.
I think at some point we'll also be able to export single pages, and keep the game running in the background so we can just /relink to see the changes.
Game engines were less complex at the time, but they were just as hard to create given the limited hardware, software and documentation...
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