i'm still alive!
Posted: Fri Jul 28, 2006 7:34 pm
hi!
it's been a while since my last visit.. the forums didn't even know me anymore 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:
"foul" water simulation:
comparison between standard lighting and bump mapping:
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.
it's been a while since my last visit.. the forums didn't even know me anymore 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:
"foul" water simulation:
comparison between standard lighting and bump mapping:
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.