"It has been said that the great scientific disciplines are examples of giants standing on the shoulders of other giants. It has also been said that the software industry is an example of midgets standing on the toes of other midgets."
- Alan Cooper
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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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eb
Thursday, June 16, 2005

the fog looks really nice!

Sleepy
Friday, June 17, 2005

Heh. Looks pretty cool. Though, I do remember Splinter Cell Pandora Tomorrow's quite obviously fake "volumetric lighting" where interruptions had a footlong delay in them. What do your lightbeams look like?

Humus
Friday, June 17, 2005

I don't have lightbeams yet, only spherical light volumes. But there's no discontinuity in it or anything like that. It's completely smooth.

Sleepy
Saturday, June 18, 2005

Well, I'd like to see how it turns out. Good luck in this.

tEd
Saturday, June 18, 2005

Are you gonna use shadow mapping for everything including characters?

Is the engine d3d or opengl?

Looking forward to a demo of this

UDHA
Saturday, June 18, 2005

sweet, I can't wait to see what you manage to fit into this engine!

Humus
Saturday, June 18, 2005

As it is now I'm using shadow mapping on everything. However, I'm thinking about using lightmaps for static lights. It should be slightly faster and of course I get soft shadows for free. I'll still need the shadow map for the static lights too though for characters going in and out of the light volume that needs to get shadows on them, but that's a static shadowmap anyway, so that doesn't cost much except for a bit of memory.

paronator
Sunday, June 19, 2005

geii1.jpg very nice. giveme binares ?

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