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Thread: Where should I start being totally new to HWA?

  1. #21
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    Re: Where should I start being totally new to HWA?

    Brandon, I haven't noticed that whatsoever. I've been using pixel shaders on both objects *and* the layer that they are in; I use a rotation effect on the full layer for the camera angle, and normal graphical effects like blurring on the objects. The idea is, after the object is rendered, its polygon is simply pasted into the larger, 'Layer' polygon, and then that polygon is rendered. So having a pixel shader apply to both shouldn't impede anything, unless its a trait of that specific shader (which could happen if the 'add' function requires data from the layer polygon).


    I can understand multipass degrading gameplay if you recklessly abuse it, like running 20+ pixel shaders on a single polygon, but isn't it commonplace enough to have 2 or 3 at a time, on directX? Its one of the features I'd really like to see.


    I'm very curious and hopeful on how the 'full frame' effects that Yves mentioned will turn out. If they apply shaders to the polygon created from all layers compiled, how will it interact with subapplications and multiple layers? Right now, I have to apply the same rotation effect to 4 different layers, which means I can't use any other effects on them (like subtract, for the lighting layer). If HWA works as I hope, I could apply individual effects and just rotate the end result. Otherwise I need to start programming workarounds, like calculating the rotated position of each light source on the subtract layer, so that it syncs with the rotated ones.

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    Re: Where should I start being totally new to HWA?

    Just wondering something, if i import a project made with the standard version into HWA does it automatically get updated for smoother graphics etc? or do you have to make it from the start in the HWA version? thanks

  3. #23
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    Re: Where should I start being totally new to HWA?

    It will automatically be updated. There are some mild compatibility issues with the transition though. For example, almost all graphical extensions such as the lens object or perspective object, will not work. I've also had on some occations, games just up and crash before they started. Not sure what the relation is here, but in all honesty I would much rather Yves focus on finishing HWA rather then making it flawlessly backwards compatible.

  4. #24
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    Re: Where should I start being totally new to HWA?

    Quote Originally Posted by Zabooza
    is writing a pixel shader hard?
    Yeah I'd be curious about this too. How exactly do you go about doing this? Do you have to do some sort of direct x programming or something to create one?

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    Re: Where should I start being totally new to HWA?

    You should have some programming knowledge.
    Shaders are written in HLSL.
    Don't look at vertex shaders, only at pixel shaders.
    Specifically, pixel shaders in MMF use a texture that the shader scans through. Just look at some of the shaders in your Effects folder. That's how I learned it.

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    Re: Where should I start being totally new to HWA?

    Have most people here switched over to using the HWA version of MMF2 (rather than non-HWA) in order to avoid any backwards compatibility issues?

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    Re: Where should I start being totally new to HWA?

    Many people here are using HWA, including me, MechaBrowser, and Nifflas. Those two guys are already working on two big projects using HWA, MechaSource and Night Game. I don't know of any other people who are using HWA as their main runtime.

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    Re: Where should I start being totally new to HWA?

    Using HWA isn't a safe choice at the moment. It's a beta, and could have some deep modifications in any future version. You could end up having to recode things or start over some aspects of your game. If you don't mind, you could probably switch to HWA, but be aware you are advised not to do so in a serious project.

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    Re: Where should I start being totally new to HWA?

    Quote Originally Posted by Corentin
    Using HWA isn't a safe choice at the moment. It's a beta, and could have some deep modifications in any future version. You could end up having to recode things or start over some aspects of your game. If you don't mind, you could probably switch to HWA, but be aware you are advised not to do so in a serious project.
    The best thing to do would be to develop your game with the non-hwa versions as much as possible. I've been working on assets for a top down shooter for the last year, waiting for the next hwa build. :V

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    Re: Where should I start being totally new to HWA?

    That sounds like good advice. I'll probably just stick with the non-hwa build and wait for a newer version. Nothing I'm doing is really graphics intensive anyway.

    Thanks!

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