Developing 3d game engine ~ FUSION 3D
- BLACK_PHOENIX
- Posts: 126
- Joined: Wed Sep 27, 2006 6:42 am
Developing 3d game engine ~ FUSION 3D
ive decided to create my own engine/ game maker called Fusion 3d
im aiming to get the power of TORQUE and the simplicity of RF/RF2.
so far its going great and the results are fantastic. i can successfully load X and 3DS files into the rederer and ive got a wonderful camera system.
the thing ive been working on the most is how shadows work.
here is a shot of what it does so far
(image deleted)
im aiming to get the power of TORQUE and the simplicity of RF/RF2.
so far its going great and the results are fantastic. i can successfully load X and 3DS files into the rederer and ive got a wonderful camera system.
the thing ive been working on the most is how shadows work.
here is a shot of what it does so far
(image deleted)
Last edited by BLACK_PHOENIX on Sun Mar 18, 2007 6:11 am, edited 1 time in total.
Nice work!
RF2 site: http://realityfactory2.sourceforge.net/
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
RF2 tasks: http://sourceforge.net/pm/?group_id=179085
These kids will do just as they please-----liscenses mean nothing to them.
I remember a kid trying to pawn off the heuteotl quake3 .md3 player model from polycount as his own work not too long ago somewhere on another forum.....
heh......You'll find out , if you try to mess with torque, THEY WILL COME AFTER YOU.
I remember a kid trying to pawn off the heuteotl quake3 .md3 player model from polycount as his own work not too long ago somewhere on another forum.....
heh......You'll find out , if you try to mess with torque, THEY WILL COME AFTER YOU.
- BLACK_PHOENIX
- Posts: 126
- Joined: Wed Sep 27, 2006 6:42 am
Yeah, I dont mean to seem rude, but man you uploaded a pic of the torque engien and said it was yours... Of course we all make mistakes but I am actually interested to see YOUR engien, which you said in the same post
so far its going great and the results are fantastic. i can successfully load X and 3DS files into the rederer and ive got a wonderful camera system.
My Deviant Art - http://black-crusader.deviantart.com
- BLACK_PHOENIX
- Posts: 126
- Joined: Wed Sep 27, 2006 6:42 am
sorry i didnt have much time then. ive been really busy these couple of weeks.
its been almost 9 months and the engine is slowly progressing.
im still not sure about the name and weather i should use bsp or normal x and 3ds files. i know how to create an external editor for bsp geometry just like rf edit pro but im not sure if bsp will give me super photo realistic graphics. me and my team are aiming for a next gen engine. so i dont want to use old technology. the main problem is if i stick with normal geometry there will be huge problems getting opengl to work along side d3d.
ive got a small plan on the first release and at the moment it will have to be about another 2 years till completion. only because of a quite large compatability problem. if that gets sorted then maybe 12-18 months.
it also depends on my team. almost everyone is on holiday so ive only got 5 people including me.
anyway, about the engine. these are the older screens of some cartoonish models that were taken a while ago. i wont post to many as they are all pretty much the same.
http://img182.imageshack.us/img182/6358 ... s01ju9.jpg
http://img90.imageshack.us/img90/486/fu ... s02od6.jpg
http://img300.imageshack.us/img300/1027 ... s03ao3.jpg
and here are some screens of the new and improved ocean shader:
http://img153.imageshack.us/img153/2333 ... s04tc3.jpg
http://img137.imageshack.us/img137/3176 ... s05dz5.jpg
there are some other features of the engine but they're not exactly finished yet.
ill post a few more once ive got the hdr and antialiasing finshed
its been almost 9 months and the engine is slowly progressing.
im still not sure about the name and weather i should use bsp or normal x and 3ds files. i know how to create an external editor for bsp geometry just like rf edit pro but im not sure if bsp will give me super photo realistic graphics. me and my team are aiming for a next gen engine. so i dont want to use old technology. the main problem is if i stick with normal geometry there will be huge problems getting opengl to work along side d3d.
ive got a small plan on the first release and at the moment it will have to be about another 2 years till completion. only because of a quite large compatability problem. if that gets sorted then maybe 12-18 months.
it also depends on my team. almost everyone is on holiday so ive only got 5 people including me.
anyway, about the engine. these are the older screens of some cartoonish models that were taken a while ago. i wont post to many as they are all pretty much the same.
http://img182.imageshack.us/img182/6358 ... s01ju9.jpg
http://img90.imageshack.us/img90/486/fu ... s02od6.jpg
http://img300.imageshack.us/img300/1027 ... s03ao3.jpg
and here are some screens of the new and improved ocean shader:
http://img153.imageshack.us/img153/2333 ... s04tc3.jpg
http://img137.imageshack.us/img137/3176 ... s05dz5.jpg
there are some other features of the engine but they're not exactly finished yet.
ill post a few more once ive got the hdr and antialiasing finshed
That ocean chader looks really cool.
But wouldn't it look even better to have dynamic cubemapping (well the downside is that you have to render the world at least 3 times a frame ) and then use a pixel shader on that texture? Then you could bumpmap it and also use a pixel shader on that bumpmap to get waves - or even a geometry shader (you said you had DirectX10) to create and alter the wave geometry on the fly. When you have a sky in the game (which i bet there is) you don't even need to color the texture as being blue, because this is automatically done because of the sky reflecting in the texture.
Also you can give the texture or the geometry a transparent value so that you can look through it while you will also be able to see the reflection.
I once saw a dynamic cubemapping together with dynamic bumpmapping to create a water effect in Blitz3d's demos. looked really cool. (Even if blitz3d is not very acctual anymore)
But wouldn't it look even better to have dynamic cubemapping (well the downside is that you have to render the world at least 3 times a frame ) and then use a pixel shader on that texture? Then you could bumpmap it and also use a pixel shader on that bumpmap to get waves - or even a geometry shader (you said you had DirectX10) to create and alter the wave geometry on the fly. When you have a sky in the game (which i bet there is) you don't even need to color the texture as being blue, because this is automatically done because of the sky reflecting in the texture.
Also you can give the texture or the geometry a transparent value so that you can look through it while you will also be able to see the reflection.
I once saw a dynamic cubemapping together with dynamic bumpmapping to create a water effect in Blitz3d's demos. looked really cool. (Even if blitz3d is not very acctual anymore)
Everyone can see the difficult, but only the wise can see the simple.
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- BLACK_PHOENIX
- Posts: 126
- Joined: Wed Sep 27, 2006 6:42 am
thanks for the comments. the ocean shader was actually rendered with my old asus 7600gt. so its not directx10.
im still trying to get the features of dx10 to truly come out but as is said im having some compatability problems with vista and dx10. first im trying to get the best graphics that dx9 can handle and then ill start using dx10 once its become more public, and cheaper . that graphics card was pretty expensive and to support core2duo with sli i needed a new motherboard, thus leading to a whole new computer.
dynamic cm and bm would be a good idea for the ocean shader but im still trying to get some more basic things done, like full anitaliasing and hdr.
and also a skydome system similar to rf. right now ive got a very basic skydome that doesent operate properly mostly because i want to include volumetric,animated and layered sky rendering. right now its just 6 images that project onto a huge virtual cube.
theres many things that are on my "to do" list. im trying to get as big as possible textures and dynamic layered texturing. right now the biggest that works is 512x512. but i think ill be able to get 768 or maybe 1024 wich is highly unlikely for realtime rendering.
another big thing is physics. my worst nightmare. i want super acurate physics. something like crysis but better. if this engine is going to be released in 2 years i might aswell think big. i want it to be up to date with technology. hopefully by 2009 extreme physics will be possible in home pcs.
the engine is still in its baby form so theres still no proper user interface.
i don want this to be a single standalone graphics engine. i want this to be like an all in one 3d game maker engine.
example: RF. that way its easy for young(or old) unexperienced users to create and learn how to make a really good looking 3d game. and for advanced users is the engine itself.
so i will have two versions of this "engine". a core package. wich is like genesis3d and a studio/developer package
wich is like rf with genesis3d inside it.
and best of all will probably be free yes thats right free.
or i will make it non free for commercial use unless u pay or have a vouvher(wich i can give to anyone on this forum making it free for only u guys) but i dont know if that will pass legal terms. am i aloud to give it for free to some people and make the other people pay for it?
so i have a few things to do in the mean but otherwise the engine is at 29% completion
im still trying to get the features of dx10 to truly come out but as is said im having some compatability problems with vista and dx10. first im trying to get the best graphics that dx9 can handle and then ill start using dx10 once its become more public, and cheaper . that graphics card was pretty expensive and to support core2duo with sli i needed a new motherboard, thus leading to a whole new computer.
dynamic cm and bm would be a good idea for the ocean shader but im still trying to get some more basic things done, like full anitaliasing and hdr.
and also a skydome system similar to rf. right now ive got a very basic skydome that doesent operate properly mostly because i want to include volumetric,animated and layered sky rendering. right now its just 6 images that project onto a huge virtual cube.
theres many things that are on my "to do" list. im trying to get as big as possible textures and dynamic layered texturing. right now the biggest that works is 512x512. but i think ill be able to get 768 or maybe 1024 wich is highly unlikely for realtime rendering.
another big thing is physics. my worst nightmare. i want super acurate physics. something like crysis but better. if this engine is going to be released in 2 years i might aswell think big. i want it to be up to date with technology. hopefully by 2009 extreme physics will be possible in home pcs.
the engine is still in its baby form so theres still no proper user interface.
i don want this to be a single standalone graphics engine. i want this to be like an all in one 3d game maker engine.
example: RF. that way its easy for young(or old) unexperienced users to create and learn how to make a really good looking 3d game. and for advanced users is the engine itself.
so i will have two versions of this "engine". a core package. wich is like genesis3d and a studio/developer package
wich is like rf with genesis3d inside it.
and best of all will probably be free yes thats right free.
or i will make it non free for commercial use unless u pay or have a vouvher(wich i can give to anyone on this forum making it free for only u guys) but i dont know if that will pass legal terms. am i aloud to give it for free to some people and make the other people pay for it?
so i have a few things to do in the mean but otherwise the engine is at 29% completion