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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)
Saturday, July 2, 2005
Yes, I'm using parallax mapping and also horizon mapping for the self-shadowing.
Thursday, July 7, 2005
Great! Will you have higher geometry detail for the release, or is the focus of the engine on the per-pixel lighting and shadows?
Monday, July 11, 2005
Humus, you know Relief Mapping?
It's a pretty cool technique which allows you "real" (non-faked) deformations per-texel of a survace.
Neat papers here: http://www.inf.ufrgs.br/~oliveira/RTM.html
Of course it would be much work to implement this in your engine, but perhaps in a future demo?
Tuesday, July 12, 2005
Of course, Humus is already using parallax mapping in this engine which seems to be good enough for the purposes of adding depth to the basic surfaces that he is using.
However, I too am curious about a potential future demo of this. That would be interesting, indeed.
By the way, isn't any technique to deform the surface, without actually adding polygonal geometry, "fake"? And how much more taxing on framerate is "relief-mapping" than "parallax mapping"? It certainly looks better, so it would seem to eat more resources. Sorry for such a long comment.
Thursday, July 14, 2005
Is the engine use D3D or OpenGL ?
Friday, July 15, 2005
I know of relief mapping, but unfortunately it's both expensive and requires dynamic branching. So I'm sticking to plain parallax mapping for now.
It's using OpenGL.
Monday, July 18, 2005
Nice work, I am wondering are you using GLSL? Also are you still working at ATI? This is off topic, but does the Xpress 200 mobile gfx chip for laptops support GLSL? Thanks
Friday, July 29, 2005
I think that these screen shots are great they also look like an alution from far away.like the one to the far right looks like some aqua room,and the one in the middle lookes like there is fire in the center of the shot. and the one on the left looks like a light coming from inbetween a door that is cracked open.
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