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Posted: Fri Mar 30, 2007 2:19 am
by zany_001
theres 600 odd people in the forum,so you would be better off emailing,or pming everyone that posts often :wink:

Posted: Fri Mar 30, 2007 6:16 am
by BLACK_PHOENIX
it was just a thought about making it non free.

most definetly it will be free along with all the extras that im planning to do.

im thinking of a new name, and ive come up with these:

FusionX
Viper3d
Mercury3d
Phoenix3d
hydroGEN
Cell3d
neocell
COLOSSUS3d

anyone got any ideas on a name?

Posted: Fri Mar 30, 2007 7:49 am
by zany_001
HydroGEN is cool

Posted: Fri Mar 30, 2007 7:57 am
by BLACK_PHOENIX
hmm hydro-G-EN

hydro- game- engine

that could be the acronym

any other ideas?

Posted: Fri Mar 30, 2007 4:57 pm
by darksmaster923
pheonix3d

Posted: Fri Mar 30, 2007 7:32 pm
by paradoxnj
Hmmm...that's a nice ocean shader. Can you explain how it works?

Posted: Sat Mar 31, 2007 3:11 am
by BLACK_PHOENIX
this ocean shader actually came from configuring a HLSL shader and aplyying bump,displacement and parralax maps and a pixel shader. after some experimentation with all of this and a fractal deformer i basically got the perfect ocean shader look.
im still going to develop it more like giving it relections and underwater caustics but right now im working on a realtime map editor that i want to embedd into the engine.

about the name. my first thought was phoenix3d but there is a website called phoenix3d.com wich i would've wanted. and fusion3d is also taken as a name. im looking for a name that no website,company or engine has.

and something unique.

Posted: Sat Mar 31, 2007 4:20 pm
by paradoxnj
I meant the math behind it. Did you do anything different when calculating the tangents? What equations did you use to make the ripple effect?

Posted: Sat Mar 31, 2007 4:52 pm
by BLACK_PHOENIX
there was quite a bit of math for the deformers. i got my friend to help me when configuring the main deformer mainly because there was a massive amount of code which needed to be recoded for the engine.we were actually looking at the maya ocean shader jsut to see how the mesh deformer worked.

the deformer worked perfectly before modding it but didnt give a natural wavey ripple. it would just make these straight "waves" wich looked more like jelly. so we went jumped into the source code and edited it until we got a smooth wave like appearnace.

i myself dont like getting into pure math eqautions. luckily i have people on my team who are able to help me.
if your asking what type of eqautions, i wouldnt really have a clue on what kind of eqautions we used to modify the deformer.

might i ask why you u want to know how i exactly made it? once i release the first official version you can play around with it and find out for your self if you want.

anyway, ive started creating the map editor(.map format for now)
and i rather make an external editor like rf edit pro. its just a whole lot easier. it really doesent do much exept render a black screen inside a window with file->exit and new.

for the engine ill be making support for .map levels and start working on object parralax mapping. i also want to create a really good lighting system. first ill be working on diffuse maps and then my main goal is real time global illumintaion with radiosity. yes it will be a big challenge, but ive got some help to work on it. hopefully ill put some more screenshots soon.