Ok, starting a new thread with the rules..
Same as Redwyre has written..
SUMEA PROGRAMMER CHALLENGE #1
1. Challenge: Water mesh must be created dynamically, if indeed you choose that path. You are allowed models for objects that may interact with the water, etc.
2. Hardware spec: Must be able to run on minimum gf2mx. That means selecting software vertex shaders and disabling pixel shaders when nessisary. (The maximum vertex shader version on pre-DX9 hardware is vs1.1, however higher versions can be run in software.)
3. Entry Size: 3MB limit (ZIP or RAR), this includes all libraries needed other then DirectX or OpenGL. (ie. fmod, glut, etc).
Should be able to run after being extracted from the archive.
4. Tech: You must provide a way to turn on and off wireframe rendering of the water at runtime.
5. Source: All source code relevent to the simulation must be submitted in a seperate ZIP or RAR file. (There is no reason to MAKE people give their entire source tree, however they should be free to do so)
6: Entry must be submitted by midnight Sunday 15th of June. Details to follow on how to submit.
Note that if you code an effect that specifically requires pixel shaders, #2 will be waived. But if people can't watch it, they can't vote for it.
7: Submit source code of water routine, and not the engine code? (sorry, I'm not a coder :).. anyone want to write the 7th rule about source and I will update it here..
quote:Originally posted by Souri
Ok, starting a new thread with the rules..
Same as Redwyre has written..SUMEA PROGRAMMER CHALLENGE #1
1. Challenge: Water mesh must be created dynamically, if indeed you choose that path. You are allowed models for objects that may interact with the water, etc.
2. Hardware spec: Must be able to run on minimum gf2mx. That means selecting software vertex shaders and disabling pixel shaders when nessisary. (The maximum vertex shader version on pre-DX9 hardware is vs1.1, however higher versions can be run in software.)
3. Entry Size: 3MB limit (ZIP or RAR), this includes all libraries needed other then DirectX or OpenGL. (ie. fmod, glut, etc).
Should be able to run after being extracted from the archive.
4. Tech: You must provide a way to turn on and off wireframe rendering of the water at runtime.
5. Source: All source code relevent to the simulation must be submitted in a seperate ZIP or RAR file. (There is no reason to MAKE people give their entire source tree, however they should be free to do so)
6: Entry must be submitted by midnight Sunday 15th of June. Details to follow on how to submit.Note that if you code an effect that specifically requires pixel shaders, #2 will be waived. But if people can't watch it, they can't vote for it.
7: Submit source code of water routine, and not the engine code? (sorry, I'm not a coder :).. anyone want to write the 7th rule about source and I will update it here..
quote:[i]
SUMEA PROGRAMMER CHALLENGE #1
1. Challenge: Water mesh must be created dynamically, if indeed you choose that path. You are allowed models for objects that may interact with the water, etc.
(lets try sending that again)
Is there anywhere that actually tells you what the challenge is ?
From the rules I can infer that it is to do with water (but it says "If indeed you choose that path" - so I'm confused)
Can someone point me to the actual challenge description ? I'm sure it's around somewhere
Thanks,
Zaph
I think the challenge is designed to be very open. What it's saying is that water modelling must be done dynamically (at run time), not statically. If a mesh is used, it must be created dynamically, and similar for other forms of water modelling. If you are using particles I'm sure they'll let you get away with some static textures and whatnot. Just use common sense and keep statically created stuff to a minimum and argue with the judges later :)
quote:Originally posted by Maitrek
I think the challenge is designed to be very open. What it's saying is that water modelling must be done dynamically (at run time), not statically. If a mesh is used, it must be created dynamically, and similar for other forms of water modelling. If you are using particles I'm sure they'll let you get away with some static textures and whatnot. Just use common sense and keep statically created stuff to a minimum and argue with the judges later :)
So what is the actual challenge ? I still don't get it!
I guess if you weren't in the discussion when the challenge was created you are kind of left out of the loop :-)
Is the challenge to create a water effect, or is it something else ?
Zaph
To be honest, I would say so :)
I guess either the programmers around here are very lazy (that's the category I fall into) or they feel that this isn't a decent arena to promote their work and they probably are doing "other stuff" (as they like to call it), like making code framework that they'll hardly use for projects that will never happen etc etc...
Also I don't know if anyone knew where to submit the competition entries. There were a couple of posts relating to submitting stuff lying around the place.
quote:6: Entry must be submitted by midnight Sunday 15th of June. Details to follow on how to submit.
Did you follow up on that one?
This challenge is not a bad idea, but I think to make it more worthwhile (from a code perspective) is to make the challenges follow on from one another, requiring that you DONT make 'demo' code. What this will do hopefully is build up some nifty code that everyone here can use. (ie. like writing an engine). Otherwise it's just a waste of time IMO, if the code is not usable (most demo code isnt, except some specific bits).
Just my thoughts.