[REQUEST] Pixel Scaling Algorithms in DX9

Started by subspark, Sat 17/10/2009 15:27:56

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Thrakk

I've been hoping someone will eventually make a good 'Touch Fuzzy Get Dizzy' shader so I can play every platformer on a trippy, warping screen. Or remember those old windows screensavers where your background has a magnification bubble or pinching divot? Essentially you could be playing games on a bubbling/pinching swamp or moving waves of water.


I'm surprised that no one has actually been trying to perfect distortion shaders for video game emulation. I rarely see any warping shaders to begin with.

Anyways, ummm yeah. Scale2x filters would be a neat addition to the AGS engine. Much better than HQ2x at least. I can't play games in HQ. It looks like ugly clay blobs.

KamikazeHighland

Quote from: Alan v.Drake on Tue 03/04/2012 18:26:20
Quote from: KamikazeHighland on Tue 03/04/2012 16:04:09
If it were possible to both paint and detect absolutely every RGB value (255,255,255) of each color within AGS it'd be really easy to make your own filters using AGS.

Sure, if you wanna make a stop motion game. A filter needs processing power, the only sensible choice is to implement it in the engine source.

- Alan


If you could call for processing power from within AGS it'd be easier to customize filters and shaders for what works best in different games.  Then people who don't know c++ could make something without borrowing someone else's source code.

KamikazeHighland

#22
I made these just now, completely by hand.  It wouldn't be difficult to write a function to do this automatically.  Algorithms aren't all that complicated and AGS already has all the tools needed, except for painting and detecting colors.  From there it's just a matter of speed.

http://i168.photobucket.com/albums/u193/kamikazehighland/65536.png

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