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i'm still alive!

Posted: Fri Jul 28, 2006 7:34 pm
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:
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"foul" water simulation:
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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.

Posted: Fri Jul 28, 2006 7:54 pm
by ardentcrest
Welcome back.

great looking shots

cant wait to see what else you are coming up with.

Posted: Fri Jul 28, 2006 7:57 pm
by AndyCR
Wow, nice work!

Posted: Fri Jul 28, 2006 11:25 pm
by Jim
looks pretty cool, any shots of your editor?

Posted: Sat Jul 29, 2006 2:53 am
by steven8
Very nice work, Vex. You've always done awesome stuff!!

Posted: Sat Jul 29, 2006 11:21 am
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:

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Posted: Sat Jul 29, 2006 6:21 pm
by Jim
Looks very nice

Posted: Wed Aug 02, 2006 2:25 pm
by vexator
update - parallax mapping is now working as well..

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Posted: Fri Aug 11, 2006 11:29 am
by vexator
multiple dynamic light sources.. still struggling with shadows, though :?

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Posted: Fri Aug 11, 2006 5:43 pm
by Jim
very impressive

Posted: Sat Aug 12, 2006 3:20 pm
by GD1
speechless! :)

Posted: Sat Aug 19, 2006 6:59 pm
by vexator
dynamic shadows, finally :D

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Posted: Sat Aug 19, 2006 7:10 pm
by steven8
It just gets better and better Vex!! Excellent!! :D

Posted: Sat Aug 19, 2006 8:19 pm
by federico
oh my god!
Really impressive, beautyful, and shocking!
Have you some realistic idea about a first release?

Posted: Sat Aug 19, 2006 10:08 pm
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