i'm still alive!

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vexator
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i'm still alive!

Post by vexator »

hi!
it's been a while since my last visit.. the forums didn't even know me anymore :shock: i got a very nice email from federico asking me if i was still working on my project. it's not the first email of this kind that i got, so i thought i'd just show you what i'm working on atm :)

some of you will remember that i wanted to create sth similar to rf, and i'm coming along qhite fast. the editors were almost complete, when i realized that osg, which i was using for the graphics, just does not fit the project.. i gave some other engines a try until i realized that it would be best to code my own renderer for this project.. here are some in development shots - it's just a basic room with a q3 monster in it, ok..

but at least i can show you two nice effects, normal mapping with specular highlights (on the floor only) and water simulation.

clear water with reflection, refraction - affected by the waves:
Image

"foul" water simulation:
Image
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comparison between standard lighting and bump mapping:

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sry, that's all atm. so far the engine loads ms3d, obj and 3ds, bmp, tga and dds files plus the engine's native file formats. for every mesh you can specify a color map (the actual texture), a normal map (for bump mapping) and a specular map (to define the luminosity of each pixel). all effects are realized in glsl, geometry is stored directly on the graphics card using vertex buffer objects and frustum culling and occlusion tests are performed to sort out geometry that's not visible.

what's left to do? dynamic shadows (stencil shadow volumes are working already, but i'd like to implement shadow mapping), multiple light sources, effects like glow, motion blur and depth of field and most importantly, speed improvements :) btw the screenshots were made on a 2ghz machine with a radeon 9800pro.

oh and i almost forgot about ODE and openAL implementation.. argh..
when all this is done (which will definitly take a while) i'll port my game creation system to this renderer and will finally put up a website.
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ardentcrest
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Post by ardentcrest »

Welcome back.

great looking shots

cant wait to see what else you are coming up with.
He's a Bot Jim, But not as we know It.
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AndyCR
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Post by AndyCR »

Wow, nice work!
Jim
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Post by Jim »

looks pretty cool, any shots of your editor?
Beyond Virtual is best.
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steven8
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Post by steven8 »

Very nice work, Vex. You've always done awesome stuff!!
Steve Dilworth - Resisting change since 1965!
vexator
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Post by vexator »

any shots of your editor?
yes, but nothing new, i think you saw them already. one this screenshot it is still using osg. don't worry, you can switch to english, too :wink:

Image
Jim
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Post by Jim »

Looks very nice
Beyond Virtual is best.
vexator
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Post by vexator »

update - parallax mapping is now working as well..

Image
vexator
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Post by vexator »

multiple dynamic light sources.. still struggling with shadows, though :?

Image
Jim
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Post by Jim »

very impressive
Beyond Virtual is best.
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Post by GD1 »

speechless! :)
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vexator
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Post by vexator »

dynamic shadows, finally :D

Image
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steven8
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Post by steven8 »

It just gets better and better Vex!! Excellent!! :D
Steve Dilworth - Resisting change since 1965!
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federico
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Post by federico »

oh my god!
Really impressive, beautyful, and shocking!
Have you some realistic idea about a first release?
vexator
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Post by vexator »

thank you :)
no sry, no date yet. there are still tons of bugs and some of them are really serious. but i'm already working on a demo level to show off the effects :D
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