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Screenshots from GameEngine II
Saturday, June 11, 2005 | Permalink

The engine I talked about earlier is progressing fine. There's no release yet, but I thought I should tease you with some screenshots (click for larger pictures)



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StillSleepy
Monday, June 20, 2005

Zzz....Oh, there we go. Hey Humus, you did pretty good with the physical models in your fabric demos. Are you including any type of physmodels in the game engine? Rigid ragdolling, similar fabric effects, etc?

Jan
Tuesday, June 21, 2005

It�s great as most of your demos! I�m looking forawrd to "play" it! :-)

But I would use static lightmaps - that�s outdated! Make it clean and dynamic instead, even if it has some FPS less then.

Awesomator
Wednesday, June 22, 2005

Are you coding your own editor or are you still importing *.t3d unreal files? If you are using unreal text, then are you using constructive solid geometory with them this time (as i dont think you did in your demos)? You could even make your lightmaps floating point to include some HDR effects for eye candy =)

Will the engine also feature AI, ect or is it just graphical? If you havent already, you should check out the Novodex physics SDK, it awesome. Its got bags full of features that no other physics API has and soon it will be hardware acelerated.

Nice screen shots but perhaps a little too hard to see what is in them. Keep up the good work. I have total confidence that this will be a realy good engine.

Humus
Wednesday, June 22, 2005

Jan, lightmaps aren't outdated. Why use something that's slower and looks worse, when lightmaps gives you soft shadows dirt cheap? This whole "unified lighting" buzzword is just another way of saying "I'm too lazy to optimize". I don't see lightmaps going out of fashion anything soon, though their use will change slightly from the whole diffuse lighting packed into it to something more like a shadow mask for each light. That's what I'm thinking of doing anyway.

Awesomator, I'm still loading from .t3d and just reading plain polygons. Initially it's going to be pretty much just eye-candy only, but there are some lose plans to make a real game out of it. We'll see how things turn out.

RejZoR
Friday, June 24, 2005

Looks damn nice! Especially first and third screenshot. You should name it Unhumus Engine 2

oribaka
Monday, June 27, 2005

Very nice stuff, indeed. Yet, I would also love to see some HDR (*wink* we know you can do it and perhabs some sort of dynamic soft shadowing - if it's possible to do at a decent framerate. Keep up the good work

Awesomator
Wednesday, June 29, 2005

Lightmapping still gives realy good results for modern games. For my engine, Shifter im storing a seporate lightmap for each portal. But for outdoor portals the lightmap stores ambient occlusion data instead of individual diffuse light contributions. The ambient occlusion then modulates a diffuse cubemap generated from the skybox. It looks realy good and plus the skybox can be changed on the fly. Im also using dynamicly oversampled shadowmaps for any moving entitys wich also looks cool. Theres a paper on Nvidias developer website.
I would love to see a complete expected feature list. Im a sucker for gritty details.

Nintendog
Friday, July 1, 2005

I can't tell from the screenshots whether you are using some sort of parallax mapping or other displacement mapping effect. Are you or are you going to? I know you can, as in your self-shadowed bump mapping demo.

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