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Posted: Sat Aug 19, 2006 10:09 pm
by Master
Man you work fast. Impressive looking screens.

Posted: Wed Aug 30, 2006 9:36 am
by vexator
framebuffer objects for fast render-to-texture effects (not not fully integrated yet, though) and optimized parallax mapping.

Image

Posted: Sat Sep 09, 2006 11:15 am
by copen
Hi Vexator

Just wanted to let you know I think you are doing a great job. I wish you all the best with your project and please keep us updated.

Tried to view your homepage (http://www.vexator.net, http://www.vexator-battlefield.de) but couldnt get any of them working... ??

Anyways, best of luck :)

Posted: Sat Sep 09, 2006 11:31 am
by psYco
WOW!!!!!!!!!!! (Edited by moderator: Sorry, minors visit here)

Great work!!!!!! So I was just wondering to make a game in your engien will we need to B 1337 Programmers or can you use it similarly to RF (easy with out programming but powerful with it!!!! :))

Any Way I love the screens! Cant w8 for a demo

Oh and one more thing, Since im not too clued up on this stuff is the renderer you making frm scratch gonna be better/worse/about the same as the irrilict engien?

Posted: Sun Sep 10, 2006 8:15 pm
by vexator
thanks :D
yeah i just don't find the time to design a website for the project.. :(
yep the final program is going to work similar to rf, but you won't need to edit any ini files etc, this can all be done in the editor.. the only things that will have to be scripted/coded are event scripts and shaders (if you don't want to use the ones that come with it)

but there's still a lot of work to do.. :?

Posted: Sun Sep 10, 2006 8:29 pm
by psYco
so it'll be like 3D GameMakerTM but not [edit]removed[/edit]!!!!! thats aWsome! But will you still be able to make your own models etc??

And sorry but Im still curious how powerful are you planning for the graphics renderer to be?

Posted: Mon Sep 11, 2006 3:17 am
by steven8
I do not believe that Vexator is planning on holding back at all when it comes to the power of his rendering engine.

And please do not refer to other people's hard work in such ways, psYco.

Posted: Mon Sep 11, 2006 5:18 am
by psYco
:oops: sory I just dont approve of corparations misadvertising there product as if U can makE all kinds of gameS, charges U ten givs U 1O models and 12 bLand leveLs and 0 user input!

Posted: Mon Sep 11, 2006 12:05 pm
by steven8
Hmm. That doesn't sound cool to me either, but let's stay on point here with Vexator's thread. That would be an issue to take up with the GameMaker people.

I think Vexaoter is really doing awesome work here. He has always been ahead of most folks when it comes to his game making abilities, and his hard work is obviously paying off!!

Posted: Mon Sep 11, 2006 3:43 pm
by vexator
But will you still be able to make your own models etc??
you'll have to, as well as textures, normal/height maps and everything else. :) otherwise it'd be quite boring.
I do not believe that Vexator is planning on holding back at all when it comes to the power of his rendering engine.
yeah i'm doing my best 8) but i have to learn most stuff before i can implement it.. very time consuming. the advantage is that i'm using the most recent techniques: the engine is exclusivly shader based, so it's very flexible. there are several hard-coded standard shaders, e.g. phong lighting for directional, point and spot lights with normal/parallax mapping and specular highlights, a reflection/refraction shader to simulate mirrors and liquids and i'm working on post process shaders for effects like glow and depth of field.
And sorry but Im still curious how powerful are you planning for the graphics renderer to be?
if we're speaking of powerful in the sense of rendering speed, then i have to admit that there's still a lot to do. so far i have a quite advanced frustum culling system, occlusion culling and scissor regions, but i still need to implement a LOD system and some kind of space partitioning. i don't want to use bsp trees (like rf) as i don't want that levels have to be compiled, but i'm not sure if simple octree like bv is enough, either. we'll see.

Posted: Mon Sep 11, 2006 4:03 pm
by psYco
Well all sounds great and now Im not too sure wehter im still gonna swithc to RF2... but both engiens are a way off and so I shall see, my project 'RED BUTTONS' is hopefully gonna wow the game development community and land me a job! (I know Im exceedingly ambitious :twisted: ) But since all that is over 5years away many engien changes might be made! And anyway Im not shooting for Photorealistic graphics at all Im looking for an engein that lets me do things my way!

And wiht this and RF2 underway I see a very brihgt future! :P

Posted: Wed Nov 01, 2006 1:32 pm
by vexator
didn't have much time lately, but finally found some time to work on: skeletal animation, directly loaded from a milkshape file.

Image

besides dozens of bugfixes, there are four main features still to be implemented - a particle system, ODE integration, sound (OpenAL) and static shadow maps.

Posted: Wed Nov 01, 2006 5:23 pm
by psYco
wow nice looking shadows, i can just imagine a model with textures as detailed as the floors (will look brill!) Will model textures be able to be bumpmapped? or just level geometry?

Posted: Wed Nov 01, 2006 6:19 pm
by vexator
there is no difference between actor and level geometry, so yes it's possible. i simply didn't have a bump map for this model.

Posted: Thu Nov 02, 2006 7:44 pm
by psYco
wow! thatll look amazing!