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VX Game Creation System!!! Oh my God!!!
Posted: Thu Oct 06, 2005 7:55 pm
by federico
Yesterday I found this!!!
http://www.vexator-battlefield.de
I thought that VX Creation System was stopped by the author, instead watch this screens!!
and read the features:
-Geometry data is stored in vertex buffer objects (VBO) for maximum performance
- Levels do not have to be compiled, real-time lighting and shadows are supported
- Complex materials (similar to Q3 texture shaders) can be applied to any geometry
- Robust and realistic stencil shadow volumes (flags can be set for every sub-mesh)
- Normal and parallax mapping with specular highlights (using GLSL shaders)
- Realistic physics simulation made possible by the Newton Game Dynamics library
- Audio support provided by OpenAL
Another friend of us told that he was working on a new game creation system: Pickles, have you stopped to hide yourself? Get out and scream!
Posted: Thu Oct 06, 2005 9:22 pm
by AndyCR
Wasn't that Vexator that was working on that? It looks VERY good...
Posted: Thu Oct 06, 2005 10:53 pm
by ZenBudha
OMG that top screen looks more like a render than a actual in game screenshot.
Very nice indeed.
Posted: Fri Oct 07, 2005 4:19 pm
by GD1
Not to be spammy, but another engine worth noting is our very own Psychopath's "Clockwork" engine. At this point, the engine is very capable of rendering graphics similar to these. Our team is currently developing a full game in Clockwork and we plan to release screenshots in the near future.
Clockwork's features include:
-Full GLSL support, with HLSL planned
-Complete per-pixel lighting of all objects
-Support for JPEG and DDS texture compression
-Support for .MS3D and other native art formats such as .3DS
-Extremely efficient physics system, using our own library. We are not using an external library such as Newton or ODE
-WYSIWYG interface for level editing
-5.1 surround sound
Those are just a few I remember off the top of my head. Psychopath could probably name a lot more.
vexator is 'one of our own'
Posted: Sat Oct 08, 2005 6:50 am
by gekido
Vexator is a long-time RF user from way back - he's since moved onto become one of the lead developers using OGRE - VX is his personal pet project - an 'RF style' game creation system...not sure what his goals are for it, but it's good to see him making progress...
the biggest thing to note about the top screenshot is that good art is good art - Vexator used to produce screenshots like that with RF, believe it or not - his texturing & modeling ability always has been amazing.
not that his engine isn't nice, but just want to point that out - an engine can't overcome bad art ;}
I'll follow up with him and see how things are coming along - I talk to him on ICQ regularly still...
Posted: Sun Oct 09, 2005 11:27 pm
by Vexator
wow, thanks for your interest in my work
mike pointed me to this thread. actually, i just uploaded the website to show it some friends.. forgot to take it down again.
the screenshots with klesk are outdated, i rewrote the whole renderer and it's based completely on glsl shaders now. i had to realize that stencil shadow volumes are just too slow and ineffective.. i just can't understand why id decided to ue them for d3 and now even for q4 :/ btw lighting is always real time, shadows for static lights are precomputed and stored in volumetric shadow maps (i.e. even dynamic geometry is lit correctly, very new technique). for dynamic lights i still have to integrate regular shadow maps.
if you are interested, i can inform you about future progress, but i fear i will still need some time. i hope to get the graphics and physics engine ready until christmas and the tools until march.
Posted: Mon Oct 10, 2005 1:27 am
by SithMaster
That would be the perfect present.
Wow. I mean wow. Not much can impress me but hey look a sticker....
But ur seriously that is darn good work. There will come a time when you will be called upon by the forces of darkness darker than then darkest abyss of darkness but you will be ready cause of some reason that i dont know cause that is so........thinking...............
What was i thinking of? doesnt matter cause i really cant think of anything cept good work but that seems lacking in what you have done.
Posted: Mon Oct 10, 2005 9:17 pm
by ZenBudha
Vexator used to produce screenshots like that with RF
Bah! Now you've done it Gekido! I'm going to have to step up my work another notch. lol
If I can make a screen like that in RF do I get a cookie?
Posted: Mon Oct 10, 2005 11:12 pm
by GD1
Yes, you'll get a cookie. But, you get that anyway, whenever you visit the RF site it stores a cookie in your browser.
Now, the trick is actually figuring out how to eat the cookie.
sorry I've been away for so long
Posted: Fri Oct 21, 2005 10:40 pm
by lone warrior!
Those screens look so awesome! I bet they could rival the x-box 360!
Posted: Sun Nov 20, 2005 10:51 pm
by Guest
unfortunatly i dont think they wil rival the x-box 360, the new xbox will be hi-def, that is 2 times the amount of detail that a normal tv produces, meaning that ther will be alot more detail going into the creation of games
Posted: Sun Nov 20, 2005 11:26 pm
by AndyCR
than a normal tv. normal tvs are grainy, and about 640x480 max resolution. besides, thats only resolution. basically put, you can easily get the graphics of tomorrows consoles on today's pcs; virtual displacement mapping? no need to wait for the xbox 360/ue3, artisan studio (see my sig) is about to get it, possibly tomorrow or tuesday (thanks to inheriting it from Irrlicht). there are countless other examples aswell.
i don't get this whole 'high def' thing
Posted: Mon Nov 21, 2005 5:10 am
by gekido
Xbox 360 is high def 'TV', which is, at the resolutions that the 360 games will be running, the equivalent of about 720x480 or so.
Considering that most video cards these days can do upwards of 3 or 4 times higher than the HD resolution that the 360 is running, i'm sure that we can do things that are comparable, visual-wise to what the xbox is doing.
With that said, where the 360 really comes into it's own is the multi-processor nature of the system. the first-gen games likely won't demonstrate what is really possible with the system.
Posted: Mon Feb 27, 2006 12:32 am
by belmont
Anybody know if this project is still alive?
I've been checking the website often but
no news lately.
Im really looking forward to seeing this
game program.
thanks!