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View Full Version : Genesis Device First Release



Luuk van Venrooij
14-11-2007, 10:48 PM
Hi everyone,

After a little more then a year of on and off work on the Genesis Device Engine I finally created a release:D. I`m getting about 10 to 15 Email a week from people waiting for a release :shock:. It`s far from complete but is should be usefull for some people:).

You can find the release here:
http://www.genesisdevice.net/downloads.html

Read the readme file fore system specs, instructions etc:)

Luuk

Traveler
14-11-2007, 11:06 PM
That's excellent!

Bumped to news :)

M109uk
14-11-2007, 11:12 PM
It looks great :D

Maybe a little bug, i was listening to the Blimm explanation, then went to start listening to the sky explantion and none of the keys would work (movement, esc, etc) but mouse did work.

ANyway excellent work!

chronozphere
15-11-2007, 10:05 AM
I've a problem here.

When i run GenesisDevice.exe, a message says that it's unable to locate the "processor" performance object. After that, i get the dialog in which i can configure the engine. When i click the RUN button, it says that i have to select a map, but i can't select one, there are no items in that combobox. :?

In the editor, i can select the demo map, but it's unable to load it. The log-file says nothing exept for a time, date, app version etc etc...

Can someone help me? I am anxious to see this engine running on my system. :razz:

Thanx

Luuk van Venrooij
15-11-2007, 11:13 AM
Thank for all the nice comments so far:)


It looks great :D

Maybe a little bug, i was listening to the Blimm explanation, then went to start listening to the sky explantion and none of the keys would work (movement, esc, etc) but mouse did work.

ANyway excellent work!

Mmmm never had any problems with like:?. Could you send me the log files please?



I've a problem here.

When i run GenesisDevice.exe, a message says that it's unable to locate the "processor" performance object. After that, i get the dialog in which i can configure the engine. When i click the RUN button, it says that i have to select a map, but i can't select one, there are no items in that combobox.

In the editor, i can select the demo map, but it's unable to load it. The log-file says nothing exept for a time, date, app version etc etc...

Can someone help me? I am anxious to see this engine running on my system.

Thanx


I got the "processor" performance object error once on my pc after a fresh install before in installed surface pack 2 after installing SP2 the problem was gone. It has something todo with the unit I`m using to track processor usage. As for the no map in combobox thing. I had the same problem once when testing and creating the installer. After I fired it op from the menu it worked fine. Just send the logs and system specs so I can have a look.

Galfar
15-11-2007, 11:42 AM
Great work Luuk.

But I have a few problems with Radeon X1950PRO:

http://my-image-hosting.com/out.php/t848_genesis.jpg (http://my-image-hosting.com/out.php/i848_genesis.jpg)

Water shader probably failed to compile, there's what log says:
Loading shader water...Failed
Error Message: ERROR: 0:24: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
ERROR: 1 compilation errors. No code generated.

Also the sky looks like it uses 16 or less bit textures but only when bloom is on.

Luuk van Venrooij
15-11-2007, 12:28 PM
Great work Luuk.

But I have a few problems with Radeon X1950PRO:

http://my-image-hosting.com/out.php/t848_genesis.jpg (http://my-image-hosting.com/out.php/i848_genesis.jpg)

Water shader probably failed to compile, there's what log says:
Loading shader water...Failed
Error Message: ERROR: 0:24: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
ERROR: 1 compilation errors. No code generated.

Also the sky looks like it uses 16 or less bit textures but only when bloom is on.

The shader problem is fixed:). ATI glsl compiler is so picky:(. About the last one I would have to look into that. Never had that problem before. Could you try switching the bloom of ingame? You can do this in the console with "rbloom 0". Wondering of it`s the texture or something with the framebuffer formats.

technomage
15-11-2007, 01:00 PM
HI Luuk

Well done on the First Release. I ran the demo on full detail on my machine here are it was as smooth a silk. Well done. Kepp up the good work :D

Dean

Galfar
15-11-2007, 01:06 PM
The shader problem is fixed:). ATI glsl compiler is so picky:(. About the last one I would have to look into that. Never had that problem before. Could you try switching the bloom of ingame? You can do this in the console with "rbloom 0". Wondering of it`s the texture or something with the framebuffer formats.
Setting the bloom on and off at runtime did change the sky's look on every on/off switch.

chronozphere
15-11-2007, 03:18 PM
...surface pack 2...


LOL... it's service pack 2 :D Okay to the point...

Both logs look like this:


Log started at 15-11-2007, 16:11:57

---Engine Information---
Build: 62
Build Date: 14 November 2007
------------------------



I don't really think they will help us solving this problem :lol:
I guess the program doesn't save the log after very often, or something :?

I noticed that when i started GenesisDevice.exe, all comboboxes are empty. You cannot select anything :?

My Specs are:

CPU: AMD Athlon 2X 5400+
RAM: 2GB DDRII 677Mhz
GFX: Club3d Geforce 8600GT
OS: Windows vista Ultimate

I guess my specs are high enough to run Genesis at a reasonable high setting. :razz:

Hope you can solve this issue. ;)

Luuk van Venrooij
15-11-2007, 04:27 PM
mmm this is very strange indeed:S. Your hardware is more then ennough to run the engine. And all the comboboxes empty is something I never encountered. I have tested the engine under vista and it ran without a problem. Just less performance than on xp:S. And the logger logs every line straight to the harddisk so I can`t see why it should be almost empty.

Since I have absolutly now idea what is going on without a decent log I suggest to reinstall the engine. Mayby something went wrong with the installation. What you can try is to open the source in your favorite version of delphi and run the engine.dll project with the GenesisDevice.exe as host application. Hopefully a compiler or runtime error will appear which would explain this.

Anyone else any thoughts on this?

Luuk van Venrooij
15-11-2007, 04:34 PM
Also try to remove both ini-files of the demo and editor. Mayby something went wrong there.

Robert Kosek
15-11-2007, 04:55 PM
Works great here. The only, potential, problem is a rare blip that shows the sky-sphere/cube for just a split second before rendering normally. I have no idea what causes it, but my card is new and hasn't done this sort of trouble before--it runs the Crysis demo on medium without a single slowdown too. Nothing was out of order or warning me in the logfile, so I've only posted the system info part.

Anyway, excellent work on your engine Luuk! The only negative point is that you used the Spoon Installer instead of Delphi-made Inno Setup (http://jrsoftware.org/)! :P

Here's the info portion of my logfile.

---CPU Detection---
CPU: AuthenticAMD AMD Athlon(tm) 64 X2 Dual Core Processor 4800+
Family: 15, Model: 15, Stepping: 2
Frequency: 2414
Core Count: 2
FPU: present on cpu
MMX: present
SSE: present
3DNow: present
-------------------

---Memory Detection---
Total Physical Memory: 2047 Mb
Available Physical Memory: 1474 Mb
Total Swapfile: 3940 Mb
Available Swapfile: 3472 Mb
----------------------

---OS Detection---
OS: Windows XP
Build: 2600
Service Pack: Service Pack 2
------------------

---OpenGL Detection---
GL_VENDOR: NVIDIA Corporation
GL_RENDERER: GeForce 8600 GTS/PCI/SSE2/3DNOW!
GL_VERSION: 2.1.1
List of Supported Extensions:
GL_ARB_color_buffer_float GL_ARB_depth_texture GL_ARB_draw_buffers
GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader
GL_ARB_half_float_pixel GL_ARB_imaging GL_ARB_multisample
GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object
GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_shadow
GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_border_clamp
GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add
GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle
GL_ARB_transpose_matrix GL_ARB_vertex_buffer_object GL_ARB_vertex_program
GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers
GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc
GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra
GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate
GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array
GL_EXT_Cg_shader GL_EXT_bindable_uniform GL_EXT_depth_bounds_test
GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements
GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample
GL_EXT_framebuffer_object GL_EXTX_framebuffer_mixed_formats GL_EXT_framebuffer_sRGB
GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4
GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float
GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters
GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color
GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap
GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object
GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer
GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp
GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent
GL_EXT_timer_query GL_EXT_vertex_array GL_IBM_rasterpos_clip
GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square
GL_NV_copy_depth_to_color GL_NV_depth_buffer_float GL_NV_conditional_render
GL_NV_depth_clamp GL_NV_fence GL_NV_float_buffer
GL_NV_fog_distance GL_NV_fragment_program GL_NV_fragment_program_option
GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_geometry_shader4
GL_NV_gpu_program4 GL_NV_half_float GL_NV_light_max_exponent
GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil
GL_NV_parameter_buffer_object GL_NV_pixel_data_range GL_NV_point_sprite
GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2
GL_NV_texgen_reflection GL_NV_texture_compression_vtc GL_NV_texture_env_combine4
GL_NV_texture_expand_normal GL_NV_texture_rectangle GL_NV_texture_shader
GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_transform_feedback
GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program
GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option
GL_NV_vertex_program3 GL_NVX_conditional_render GL_SGIS_generate_mipmap
GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow
GL_SUN_slice_accum GL_WIN_swap_hint
Number of Texture Units: 4
Maximum Anisotropic Filter: 16
Maximum Texture Size : 8192
Texture Compression: supported
OpenGL Shading Language: supported
Frame Buffer Objects: supported
Occlusion Queries: supported
Multisampling: supported
Maximum Multisampling Level: 8
----------------------

wodzu
15-11-2007, 08:21 PM
Hi Luuk!

Unfortunately I had big problems running your engine:(. Only title screen was visible and freezed (with some artificial effects in background).

Here is my log:


Log started at 2007-11-15, 21:16:32

---Engine Information---
Build: 62
Build Date: 14 November 2007
------------------------

---CPU Detection---
CPU: AuthenticAMD AMD Athlon(TM) XP 2600+
Family: 7, Model: 7, Stepping: 1
Frequency: 2084
Core Count: 1
FPU: present on cpu
MMX: present
SSE: present
3DNow: present
-------------------

---Memory Detection---
Total Physical Memory: 1024 Mb
Available Physical Memory: 438 Mb
Total Swapfile: 1696 Mb
Available Swapfile: 1241 Mb
----------------------

---OS Detection---
OS: Windows XP
Build: 2600
Service Pack: Dodatek Service Pack 2
------------------

---OpenGL Detection---
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9800 Pro x86/MMX/3DNow!/SSE
GL_VERSION: 2.0.6347 WinXP Release
List of Supported Extensions:
GL_ARB_multitexture
GL_EXT_texture_env_add
GL_EXT_compiled_vertex_array
GL_S3_s3tc
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_pixel_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ARB_draw_buffers
GL_ATI_draw_buffers
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_object
GL_ATI_vertex_streams
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_point_size
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_HP_occlusion_test
GL_NV_blend_square
GL_NV_occlusion_query
GL_NV_texgen_reflection
GL_SGI_color_matrix
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_extensions_string
Number of Texture Units: 8
Maximum Anisotropic Filter: 16
Maximum Texture Size : 2048
Texture Compression: supported
OpenGL Shading Language: supported
Frame Buffer Objects: supported
Occlusion Queries: supported
Multisampling: supported
Maximum Multisampling Level: 6
----------------------

Checking capabilities...Succeeded
Checking G:\Genesis Device\Bin\maps\...Succeeded
Checking G:\Genesis Device\Bin\Music\...Succeeded
Checking G:\Genesis Device\Bin\Screenshots\...Succeeded
Checking G:\Genesis Device\Bin\Shaders\...Succeeded
Checking G:\Genesis Device\Bin\Sounds\...Succeeded
Checking G:\Genesis Device\Bin\StaticMeshes\...Succeeded
Checking G:\Genesis Device\Bin\Textures\...Succeeded
Checking G:\Genesis Device\Bin\Materials\...Succeeded
Checking G:\Genesis Device\Bin\Inits\...Succeeded
Initializing direct input...Succeeded
Initializing keyboard...Succeeded
Initializing mouse...Succeeded
Initializing renderer...Succeeded
......Initializing shaders
Loading shader terrain...Succeeded
Loading shader sky...Succeeded
Loading shader water...Failed
Error Message: ERROR: 0:24: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
ERROR: 1 compilation errors. No code generated.


Loading shader grass...Succeeded
Loading shader blur...Succeeded
Loading shader bloommix...Succeeded
Loading shader normal...Succeeded
Loading shader base...Succeeded
Loading shader bumpmap...Succeeded
......Done initializing shaders (0.152 Sec)
......Initializing base recources
Loading font from file Textures\System\console.fnt...Succeeded
Loading texture from file Textures\System\mouse.bmp...Succeeded
......Done initializing base resources (0.143 Sec)
Initializing soundengine...Succeeded
......Initializing game resources
Loading font from file Textures\Intro\typewriter.fnt...Succeeded
Loading texture from file Textures\Intro\paper.dds...Succeeded
Loading shader grayscale...Succeeded
Loading sound from file Sounds\ambient.wav...Succeeded
Loading sound from file Sounds\underwater.wav...Succeeded
Loading music from file Music\Atmosphere.mp3...Succeeded
Loading texture from file Textures\Comments\comment.tga...Succeeded
Loading sound from file Sounds\Comments\water.mp3...Succeeded
Loading sound from file Sounds\Comments\grass.mp3...Succeeded
Loading sound from file Sounds\Comments\terrain.mp3...Succeeded
Loading sound from file Sounds\Comments\mesh.mp3...Succeeded
Loading sound from file Sounds\Comments\sky.mp3...Succeeded
Loading sound from file Sounds\Comments\postprocessing.mp3...Succeeded
Loading sound from file Sounds\Comments\occlusionculling.mp3...Succeeded
Loading sound from file Sounds\Comments\scenegraph.mp3...Succeeded
Loading sound from file Sounds\Comments\debug.mp3...Succeeded
......Done initializing game resources (10.71 Sec)
......Loading map
Loading mapsettings from file Maps\Demo\map.ini...Succeeded
Loading terrain...Succeeded
Loading texture from file Textures\Sky\Sky1.dds...Succeeded
Loading water...Succeeded
Loading grass...Succeeded
Loading texture from file Textures\Grass\grass1.tga...Succeeded
Loading texture from file Textures\Grass\grass2.tga...Succeeded
Loading texture from file Textures\Grass\grass3.tga...Succeeded
Loading staticmesh ini from file StaticMeshes\block.ini...Succeeded
Loading staticmesh from file StaticMeshes\block.mesh...Succeeded
Loading material from file Materials\dummybump.mat...Succeeded
Loading material from file Materials\concrete2.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\fueltank.ini...Succeeded
Loading staticmesh from file StaticMeshes\fueltank.mesh...Succeeded
Loading material from file Materials\rust2.mat...Succeeded
Loading material from file Materials\rust1.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\pipe.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipe.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\pipesupport1.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipesupport1.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\pompstation.ini...Succeeded
Loading staticmesh from file StaticMeshes\pompstation.mesh...Succeeded
Loading material from file Materials\wall1.mat...Succeeded
Loading material from file Materials\concrete1.mat...Succeeded
Loading material from file Materials\door1.mat...Succeeded
Loading material from file Materials\roof1.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\pipesupport2.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipesupport2.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\crate.ini...Succeeded
Loading staticmesh from file StaticMeshes\crate.mesh...Succeeded
Loading material from file Materials\crate.mat...Succeeded
......Done loading map (3.949 Sec)
......Generated grass (17.292 Sec)
Shutting down renderer...Succeeded
Shutting down soundengine...Succeeded
Initializing renderer...Succeeded
......Initializing shaders
Loading shader terrain...Succeeded
Loading shader sky...Succeeded
Loading shader water...Failed
Error Message: ERROR: 0:24: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
ERROR: 1 compilation errors. No code generated.


Loading shader grass...Succeeded
Loading shader blur...Succeeded
Loading shader bloommix...Succeeded
Loading shader normal...Succeeded
Loading shader base...Succeeded
Loading shader bumpmap...Succeeded
......Done initializing shaders (0.155 Sec)
......Initializing base recources
Loading font from file Textures\System\console.fnt...Succeeded
Loading texture from file Textures\System\mouse.bmp...Succeeded
......Done initializing base resources (0.108 Sec)
Initializing soundengine...Succeeded
......Initializing game resources
Loading font from file Textures\Intro\typewriter.fnt...Succeeded
Loading texture from file Textures\Intro\paper.dds...Succeeded
Loading shader grayscale...Succeeded
Loading sound from file Sounds\ambient.wav...Succeeded
Loading sound from file Sounds\underwater.wav...Succeeded
Loading music from file Music\Atmosphere.mp3...Succeeded
Loading texture from file Textures\Comments\comment.tga...Succeeded
Loading sound from file Sounds\Comments\water.mp3...Succeeded
Loading sound from file Sounds\Comments\grass.mp3...Succeeded
Loading sound from file Sounds\Comments\terrain.mp3...Succeeded
Loading sound from file Sounds\Comments\mesh.mp3...Succeeded
Loading sound from file Sounds\Comments\sky.mp3...Succeeded
Loading sound from file Sounds\Comments\postprocessing.mp3...Succeeded
Loading sound from file Sounds\Comments\occlusionculling.mp3...Succeeded
Loading sound from file Sounds\Comments\scenegraph.mp3...Succeeded
Loading sound from file Sounds\Comments\debug.mp3...Succeeded
......Done initializing game resources (4.249 Sec)
......Loading map
Loading mapsettings from file Maps\Demo\map.ini...Succeeded
Loading terrain...Succeeded
Loading texture from file Textures\Sky\Sky1.dds...Succeeded
Loading water...Succeeded
Loading grass...Succeeded
Loading texture from file Textures\Grass\grass1.tga...Succeeded
Loading texture from file Textures\Grass\grass2.tga...Succeeded
Loading texture from file Textures\Grass\grass3.tga...Succeeded
Loading staticmesh ini from file StaticMeshes\block.ini...Succeeded
Loading staticmesh from file StaticMeshes\block.mesh...Succeeded
Loading material from file Materials\dummybump.mat...Succeeded
Loading material from file Materials\concrete2.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\fueltank.ini...Succeeded
Loading staticmesh from file StaticMeshes\fueltank.mesh...Succeeded
Loading material from file Materials\rust2.mat...Succeeded
Loading material from file Materials\rust1.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\pipe.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipe.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\pipesupport1.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipesupport1.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\pompstation.ini...Succeeded
Loading staticmesh from file StaticMeshes\pompstation.mesh...Succeeded
Loading material from file Materials\wall1.mat...Succeeded
Loading material from file Materials\concrete1.mat...Succeeded
Loading material from file Materials\door1.mat...Succeeded
Loading material from file Materials\roof1.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\pipesupport2.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipesupport2.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\crate.ini...Succeeded
Loading staticmesh from file StaticMeshes\crate.mesh...Succeeded
Loading material from file Materials\crate.mat...Succeeded
......Done loading map (3.936 Sec)
......Generated grass (19.322 Sec)
Shutting down renderer...Succeeded
Shutting down soundengine...Succeeded
Shutting down direct input and registered devices...Succeeded

Log ended at 2007-11-15, 21:18:30



Hope you will be able to make it run on my Radeon 9800. Good luck and good job (from what I have seen from the movie;) )

chronozphere
15-11-2007, 10:01 PM
Okay... i ran the source and i discovered something:


procedure TConfigurationForm.FormCreate(Sender: TObject);
begin
Application.Title := 'Genesis Device Configuration';
self.Caption := 'Genesis Device Configuration';

//initialize the engine`s core systems
If Not( gdEngineInit( Pchar(ExtractFilePath(Application.ExeName)), EXE_NAME )) then
begin
MessageBox(0, 'Error starting engine! See log for details.', 'Error', MB_OK);
Application.Terminate();
end;


On the If not( gedEngineInit..... line, an exception is raised, telling me that the "processor" performance object wasn't found. After that, the whole FormCreate routine is aborted, even when i choose ignore in the exception dialog :?... I dont have a clue why the exception occures at that point. The exception is raised by the EXE, but the only thing on the line, is a DLL call :?

So, the FormCreate procedure is aborted, and the FillComboBoxes() routine is never executed. That's why the combo's are empty.

We have to find out where the "Processor" Performance object exception came from. If that is solved, i might be able to run the application without problems. :)

Hope this helps!

Luuk van Venrooij
15-11-2007, 11:08 PM
@chronozphere
The problem seems to be in the CPUUsage.pas unit found in the libraries\utils dir. I use this for checking CPU usage with multithreading etc. Never had problems with this before. It`s not mine so I will have to look into it.

@wodzu
The water shader bug in the log is allready fixed. Your card should be able to run the engine. I tested it on a 9600 a few weeks back. Ran fine with reduced settings. THe only thing new since then is the use of occlusion queries. Might be a problem with old hardware. But before I start coding try to run the engine in SAFE mode and update your drivers to Catalyst 7.10 (latest version I believe).

GL_VERSION: 2.0.6347 WinXP Release

Sounds a bit outdated:).

@Robert Kosek
I have the same rare blip. It started when I installed the nvidia drivers recommanded for Crysis. The Forceware 169.04 driver. Its only for a sec so I can live with it:)

Currently I have about 5 bugs total. Mostly ATI related. Going to fix them this weekend and post a patch on sunday.

Luuk van Venrooij
15-11-2007, 11:13 PM
The shader problem is fixed:). ATI glsl compiler is so picky:(. About the last one I would have to look into that. Never had that problem before. Could you try switching the bloom of ingame? You can do this in the console with "rbloom 0". Wondering of it`s the texture or something with the framebuffer formats.
Setting the bloom on and off at runtime did change the sky's look on every on/off switch.

I thinks it is because of the compression of the dds. The bloom makes the sky brighter so the compression of the sky texture is probebly more noticeble. Thats the theory for now:). In the patch for sunday I will put the original JPG without compression. Hopefully this will fix it.

wodzu
16-11-2007, 06:27 PM
@wodzu
The water shader bug in the log is allready fixed. Your card should be able to run the engine. I tested it on a 9600 a few weeks back. Ran fine with reduced settings. THe only thing new since then is the use of occlusion queries. Might be a problem with old hardware. But before I start coding try to run the engine in SAFE mode and update your drivers to Catalyst 7.10 (latest version I believe).



Hello Luuk:)

How the bug can be fixed if I still have it?;-)
Or maybe I downloaded an old version of Engine?

I did what you say. Upgraded to Catalyst 7.10 (I hate upgrading if something is working..) and run Engine in safe mode. Still the same bug. Demo freezes at description page :|

Here is the log:


Log started at 2007-11-16, 19:20:58

---Engine Information---
Build: 62
Build Date: 14 November 2007
------------------------

---CPU Detection---
CPU: AuthenticAMD AMD Athlon(TM) XP 2600+
Family: 7, Model: 7, Stepping: 1
Frequency: 2085
Core Count: 1
FPU: present on cpu
MMX: present
SSE: present
3DNow: present
-------------------

---Memory Detection---
Total Physical Memory: 1024 Mb
Available Physical Memory: 558 Mb
Total Swapfile: 1696 Mb
Available Swapfile: 1328 Mb
----------------------

---OS Detection---
OS: Windows XP
Build: 2600
Service Pack: Dodatek Service Pack 2
------------------

---OpenGL Detection---
GL_VENDOR: ATI Technologies Inc.
GL_RENDERER: RADEON 9800 PRO x86/MMX/3DNow!/SSE
GL_VERSION: 2.0.6956 WinXP Release
List of Supported Extensions:
GL_ARB_multitexture
GL_EXT_texture_env_add
GL_EXT_compiled_vertex_array
GL_S3_s3tc
GL_ARB_depth_texture
GL_ARB_fragment_program
GL_ARB_fragment_program_shadow
GL_ARB_fragment_shader
GL_ARB_multisample
GL_ARB_occlusion_query
GL_ARB_point_parameters
GL_ARB_point_sprite
GL_ARB_shader_objects
GL_ARB_shading_language_100
GL_ARB_shadow
GL_ARB_shadow_ambient
GL_ARB_texture_border_clamp
GL_ARB_texture_compression
GL_ARB_texture_cube_map
GL_ARB_texture_env_add
GL_ARB_texture_env_combine
GL_ARB_texture_env_crossbar
GL_ARB_texture_env_dot3
GL_ARB_texture_float
GL_ARB_texture_mirrored_repeat
GL_ARB_texture_rectangle
GL_ARB_transpose_matrix
GL_ARB_vertex_blend
GL_ARB_vertex_buffer_object
GL_ARB_pixel_buffer_object
GL_ARB_vertex_program
GL_ARB_vertex_shader
GL_ARB_window_pos
GL_ARB_draw_buffers
GL_ATI_draw_buffers
GL_ATI_element_array
GL_ATI_envmap_bumpmap
GL_ATI_fragment_shader
GL_ATI_map_object_buffer
GL_ATI_separate_stencil
GL_ATI_texture_env_combine3
GL_ATI_texture_float
GL_ATI_texture_mirror_once
GL_ATI_vertex_array_object
GL_ATI_vertex_attrib_array_object
GL_ATI_vertex_streams
GL_ATIX_texture_env_combine3
GL_ATIX_texture_env_route
GL_ATIX_vertex_shader_output_point_size
GL_EXT_abgr
GL_EXT_bgra
GL_EXT_blend_color
GL_EXT_blend_func_separate
GL_EXT_blend_minmax
GL_EXT_blend_subtract
GL_EXT_clip_volume_hint
GL_EXT_draw_range_elements
GL_EXT_fog_coord
GL_EXT_framebuffer_object
GL_EXT_multi_draw_arrays
GL_EXT_packed_pixels
GL_EXT_point_parameters
GL_EXT_rescale_normal
GL_EXT_secondary_color
GL_EXT_separate_specular_color
GL_EXT_shadow_funcs
GL_EXT_stencil_wrap
GL_EXT_texgen_reflection
GL_EXT_texture3D
GL_EXT_texture_compression_s3tc
GL_EXT_texture_cube_map
GL_EXT_texture_edge_clamp
GL_EXT_texture_env_combine
GL_EXT_texture_env_dot3
GL_EXT_texture_filter_anisotropic
GL_EXT_texture_lod_bias
GL_EXT_texture_mirror_clamp
GL_EXT_texture_object
GL_EXT_texture_rectangle
GL_EXT_vertex_array
GL_EXT_vertex_shader
GL_HP_occlusion_test
GL_NV_blend_square
GL_NV_occlusion_query
GL_NV_texgen_reflection
GL_SGI_color_matrix
GL_SGIS_generate_mipmap
GL_SGIS_multitexture
GL_SGIS_texture_border_clamp
GL_SGIS_texture_edge_clamp
GL_SGIS_texture_lod
GL_SUN_multi_draw_arrays
GL_WIN_swap_hint
WGL_EXT_extensions_string
Number of Texture Units: 8
Maximum Anisotropic Filter: 16
Maximum Texture Size : 2048
Texture Compression: supported
OpenGL Shading Language: supported
Frame Buffer Objects: supported
Occlusion Queries: supported
Multisampling: supported
Maximum Multisampling Level: 6
----------------------

Checking capabilities...Succeeded
Checking G:\Genesis Device\Bin\maps\...Succeeded
Checking G:\Genesis Device\Bin\Music\...Succeeded
Checking G:\Genesis Device\Bin\Screenshots\...Succeeded
Checking G:\Genesis Device\Bin\Shaders\...Succeeded
Checking G:\Genesis Device\Bin\Sounds\...Succeeded
Checking G:\Genesis Device\Bin\StaticMeshes\...Succeeded
Checking G:\Genesis Device\Bin\Textures\...Succeeded
Checking G:\Genesis Device\Bin\Materials\...Succeeded
Checking G:\Genesis Device\Bin\Inits\...Succeeded
Initializing direct input...Succeeded
Initializing keyboard...Succeeded
Initializing mouse...Succeeded
Initializing renderer...Succeeded
......Initializing shaders
Loading shader terrain...Succeeded
Loading shader sky...Succeeded
Loading shader water...Failed
Error Message: ERROR: 0:24: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
ERROR: 1 compilation errors. No code generated.


Loading shader grass...Succeeded
Loading shader blur...Succeeded
Loading shader bloommix...Succeeded
Loading shader normal...Succeeded
Loading shader base...Succeeded
Loading shader bumpmap...Succeeded
......Done initializing shaders (0.388 Sec)
......Initializing base recources
Loading font from file Textures\System\console.fnt...Succeeded
Loading texture from file Textures\System\mouse.bmp...Succeeded
......Done initializing base resources (0.179 Sec)
Initializing soundengine...Succeeded
......Initializing game resources
Loading font from file Textures\Intro\typewriter.fnt...Succeeded
Loading texture from file Textures\Intro\paper.dds...Succeeded
Loading shader grayscale...Succeeded
Loading sound from file Sounds\ambient.wav...Succeeded
Loading sound from file Sounds\underwater.wav...Succeeded
Loading music from file Music\Atmosphere.mp3...Succeeded
Loading texture from file Textures\Comments\comment.tga...Succeeded
Loading sound from file Sounds\Comments\water.mp3...Succeeded
Loading sound from file Sounds\Comments\grass.mp3...Succeeded
Loading sound from file Sounds\Comments\terrain.mp3...Succeeded
Loading sound from file Sounds\Comments\mesh.mp3...Succeeded
Loading sound from file Sounds\Comments\sky.mp3...Succeeded
Loading sound from file Sounds\Comments\postprocessing.mp3...Succeeded
Loading sound from file Sounds\Comments\occlusionculling.mp3...Succeeded
Loading sound from file Sounds\Comments\scenegraph.mp3...Succeeded
Loading sound from file Sounds\Comments\debug.mp3...Succeeded
......Done initializing game resources (3.898 Sec)
......Loading map
Loading mapsettings from file Maps\Demo\map.ini...Succeeded
Loading terrain...Succeeded
Loading texture from file Textures\Sky\Sky1.dds...Succeeded
Loading water...Succeeded
Loading grass...Succeeded
Loading texture from file Textures\Grass\grass1.tga...Succeeded
Loading texture from file Textures\Grass\grass2.tga...Succeeded
Loading texture from file Textures\Grass\grass3.tga...Succeeded
Loading staticmesh ini from file StaticMeshes\block.ini...Succeeded
Loading staticmesh from file StaticMeshes\block.mesh...Succeeded
Loading material from file Materials\dummybump.mat...Succeeded
Loading material from file Materials\concrete2.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\fueltank.ini...Succeeded
Loading staticmesh from file StaticMeshes\fueltank.mesh...Succeeded
Loading material from file Materials\rust2.mat...Succeeded
Loading material from file Materials\rust1.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\pipe.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipe.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\pipesupport1.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipesupport1.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\pompstation.ini...Succeeded
Loading staticmesh from file StaticMeshes\pompstation.mesh...Succeeded
Loading material from file Materials\wall1.mat...Succeeded
Loading material from file Materials\concrete1.mat...Succeeded
Loading material from file Materials\door1.mat...Succeeded
Loading material from file Materials\roof1.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\pipesupport2.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipesupport2.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\crate.ini...Succeeded
Loading staticmesh from file StaticMeshes\crate.mesh...Succeeded
Loading material from file Materials\crate.mat...Succeeded
......Done loading map (5.096 Sec)
......Generated grass (15.527 Sec)
Shutting down renderer...Succeeded
Shutting down soundengine...Succeeded
Initializing renderer...Succeeded
......Initializing shaders
Loading shader terrain...Succeeded
Loading shader sky...Succeeded
Loading shader water...Failed
Error Message: ERROR: 0:24: 'assign' : cannot convert from '4-component vector of float' to 'varying 3-component vector of float'
ERROR: 1 compilation errors. No code generated.


Loading shader grass...Succeeded
Loading shader blur...Succeeded
Loading shader bloommix...Succeeded
Loading shader normal...Succeeded
Loading shader base...Succeeded
Loading shader bumpmap...Succeeded
......Done initializing shaders (0.081 Sec)
......Initializing base recources
Loading font from file Textures\System\console.fnt...Succeeded
Loading texture from file Textures\System\mouse.bmp...Succeeded
......Done initializing base resources (0.138 Sec)
Initializing soundengine...Succeeded
......Initializing game resources
Loading font from file Textures\Intro\typewriter.fnt...Succeeded
Loading texture from file Textures\Intro\paper.dds...Succeeded
Loading shader grayscale...Succeeded
Loading sound from file Sounds\ambient.wav...Succeeded
Loading sound from file Sounds\underwater.wav...Succeeded
Loading music from file Music\Atmosphere.mp3...Succeeded
Loading texture from file Textures\Comments\comment.tga...Succeeded
Loading sound from file Sounds\Comments\water.mp3...Succeeded
Loading sound from file Sounds\Comments\grass.mp3...Succeeded
Loading sound from file Sounds\Comments\terrain.mp3...Succeeded
Loading sound from file Sounds\Comments\mesh.mp3...Succeeded
Loading sound from file Sounds\Comments\sky.mp3...Succeeded
Loading sound from file Sounds\Comments\postprocessing.mp3...Succeeded
Loading sound from file Sounds\Comments\occlusionculling.mp3...Succeeded
Loading sound from file Sounds\Comments\scenegraph.mp3...Succeeded
Loading sound from file Sounds\Comments\debug.mp3...Succeeded
......Done initializing game resources (3.378 Sec)
......Loading map
Loading mapsettings from file Maps\Demo\map.ini...Succeeded
Loading terrain...Succeeded
Loading texture from file Textures\Sky\Sky1.dds...Succeeded
Loading water...Succeeded
Loading grass...Succeeded
Loading texture from file Textures\Grass\grass1.tga...Succeeded
Loading texture from file Textures\Grass\grass2.tga...Succeeded
Loading texture from file Textures\Grass\grass3.tga...Succeeded
Loading staticmesh ini from file StaticMeshes\block.ini...Succeeded
Loading staticmesh from file StaticMeshes\block.mesh...Succeeded
Loading material from file Materials\dummybump.mat...Succeeded
Loading material from file Materials\concrete2.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\fueltank.ini...Succeeded
Loading staticmesh from file StaticMeshes\fueltank.mesh...Succeeded
Loading material from file Materials\rust2.mat...Succeeded
Loading material from file Materials\rust1.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\pipe.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipe.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\pipesupport1.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipesupport1.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\pompstation.ini...Succeeded
Loading staticmesh from file StaticMeshes\pompstation.mesh...Succeeded
Loading material from file Materials\wall1.mat...Succeeded
Loading material from file Materials\concrete1.mat...Succeeded
Loading material from file Materials\door1.mat...Succeeded
Loading material from file Materials\roof1.mat...Succeeded
Loading staticmesh ini from file StaticMeshes\pipesupport2.ini...Succeeded
Loading staticmesh from file StaticMeshes\pipesupport2.mesh...Succeeded
Loading staticmesh ini from file StaticMeshes\crate.ini...Succeeded
Loading staticmesh from file StaticMeshes\crate.mesh...Succeeded
Loading material from file Materials\crate.mat...Succeeded
......Done loading map (2.534 Sec)

M109uk
16-11-2007, 10:55 PM
Hmmm maybe the stall was just my system playing up, it does'nt seem to happen anymore... :?:

chronozphere
17-11-2007, 11:38 AM
If i may ask... how many lines of code is the engine's DLL??

I took a quick look at the engine import unit, and your engine seems really easy to use.
But i dont see any routines for loading, saving and manipulating shaders, textures and meshes?

How do you organize your mesh, texture and shader data in your engine? :razz:

Luuk van Venrooij
17-11-2007, 01:19 PM
@wodzu
I think the use of the occlusion queries is somehow the problem. This was the only difference from the version I tested on the 9600. I will maken an option so that it can be disabled on startup.

Also whats whit the Dodatek Service Pack 2? Never heard of it:).

@M109uk
Lot`s hope it doesnt return then:)

@chronozphere
On the top o my head I would say arround 20000 to 25000 lines of code in the engine so far. THe import unit is not complete jet. Texture loading is already in there. You must have overlooked it. This will later be changed to the loading of materials only though. The loading of meshes isnt in there right now but will be in the update.:).

wodzu
17-11-2007, 01:32 PM
@wodzu
I think the use of the occlusion queries is somehow the problem. This was the only difference from the version I tested on the 9600. I will maken an option so that it can be disabled on startup.

Also whats whit the Dodatek Service Pack 2? Never heard of it:).


Thanks Luuk.

Dodatek Service Pack 2 is just Windows XP with Service Pack 2 ;) but in my language;-)

Edited: 18.11.2007 18:56

I had right about not upgrading those drivers... NFSU not working anymore :(

Sesilla
08-12-2007, 03:27 PM
Hi all,

for water problem with ati card modify water.vert file (shader).

The right syntax for the line

ViewVector = normalize(V_CAMERA - gl_Vertex);

is

ViewVector = normalize(V_CAMERA - gl_Vertex).xyz;

bye all.

Luuk van Venrooij
08-12-2007, 10:31 PM
Already fixed for the new version but thanx anyway:)

Sesilla
09-12-2007, 01:06 AM
...It has been a pleasure.... ;)

Luuk van Venrooij
17-03-2014, 07:38 PM
Hey guys,

I`m setting up a new website to showcase some of my old and new work. Genesis Device will also be featured there. As some of you might know I worked on 2 version of this engine. The 2005-2007 version which consisted of the outdoor rendering and the 2009 version I started after I lost the sourcecode of the 2007 version. This was the mostly indoor rendering focusing on deferred rendering and animation. Today an old friend contacted my that he actually found a version of 2007 with the sourcecode:D

So for your pleasure you can download it here:

www.disapproval.nl/files/GenesisDevice.zip

And incase you have forgotten some old videos of the 2005-2007 version:

https://www.youtube.com/watch?v=oL3LXOX9hf0

https://www.youtube.com/watch?v=3fHn7XjUFFs

And the 2009 version:

https://www.youtube.com/watch?v=Q_t24vqVs4Q

I don`t have plans to continue this project since the little time I do have I`m working on QDFPS :)

Greetings
Luuk

Carver413
18-03-2014, 12:42 AM
sorry I can not open this zip file. is this a windows only archive ?

Luuk van Venrooij
18-03-2014, 07:26 AM
Its packed with 7-zip and seems to work fine here. The binairies inside are windows only.

Luuk van Venrooij
18-03-2014, 08:17 PM
Ok so I took a little bit of time today to update the both versions:

- Now compiles in Delphi XE version
- Unicode support
- Updated image library
- Updated newton physics
- Updated OpenGL headers
- Some minor shaders version on Ati and Intel cards
- Fixed some bugs that where always there

The latest version can be download at the same link:

www.disapproval.nl/files/GenesisDevice.zip

pitfiend
19-03-2014, 08:43 PM
could it be possible to have all the demos? have a try, and looks cool.

Luuk van Venrooij
20-03-2014, 07:27 AM
He Pitfriend,

Like a stated in my previous posts. I lost everything from the 2007 version in a hard disk crash and I got this version from an old friend of mine who still had it on his drive. So there are no more demo`s. When it comes to the 2009 version there was never anymore content.

I`m currently porting both versions to Lazarus and FreePascal since I'm not using Delphi anymore:)

Regards
Luuk

Carver413
20-03-2014, 11:37 PM
I'm glad to hear your porting it to Lazarus, does that mean it will work with linux ?

Luuk van Venrooij
21-03-2014, 11:09 AM
I currently have no plans to port it to linux. It uses lots of windows API functions so it would require more work then just making it compile and using the LCL instead of VCL.

pitfiend
21-03-2014, 08:29 PM
Thanks anyway, did a try with D2007, needed some fixes with some pwidechar/pchar here and there, after that both versions compile and run smoothly, only the 2009 editor thrown an error, but have no much time to look why.

Luuk van Venrooij
30-07-2014, 02:43 PM
I made some good progress porting both versions to Lazarus. The 2007 is done conversion wise and I`m currently fixing some minor problems with the editor of 2009. I`m also updating the 2007 version a bit with a some updates for the graphics:

- Unified the lighting in all shaders. Setting the main directional light now produces the result on all surfaces (terrain/water/grass and meshes).
- Fixed some minor bugs in the water shaders
- Redid the terrain shader. Now uses a lookup map with 4 channels to calculate the detail texture spread.
- Finally I regenerated all the map data with l3dt (http://www.bundysoft.com/L3DT/). The terrain editor I was using at the time with better and higher quality textures:)

Things I still want to add:

- Day and night cycle. Should be easy with the unified lighting.
- Trees.

I have added some screens for your enjoyment.

AirPas
31-07-2014, 01:28 PM
good news , seems the engine support some modern rendering techniques .
the grass looks perfect .

Luuk van Venrooij
31-07-2014, 02:58 PM
@AirPas
The techniques are pretty old actually. Nothing special when you look at today's games.

I made a bit more progress today. I added the OBJ loader from the 2009 version to the 2007 version so now I can load the trees! I still need to write some code to actually place them randomly on the terrain but I can partially use the same system for generating the grass for this.

pitfiend
31-07-2014, 09:08 PM
great! did you update something we can download and test too?

Luuk van Venrooij
15-08-2014, 05:34 AM
Not jet. I first want to finish up the rendering of the trees and finish the remaining work on the 2009 versions editor before I will release anything.

Luuk van Venrooij
23-12-2014, 02:54 PM
I got some private messages from people asking me for an update. So Im still working on updating the 2007 version. So far I didn`t do any work on the 2009 version. Anyway some new things are:

- More code cleanup removing old and deprecated code.
- Multi monitor support (From the 2009 version)
- Added shader based gamma filtering.
- Replaced old FSAA methods with new FXAA method (From the 2009 version)
- Added new DDS texture loader and removed the Vampyre Image Library (http://imaginglib.sourceforge.net/) (From the 2009 version)

Still not sure when I will release it since I still want to add the tree rendering to the 2007 version and have not even started with the 2009 version jet.

And some new screenies:

Luuk van Venrooij
03-01-2015, 07:51 PM
Got around finishing up most of the work on the 2007 version and I`m not starting on the 2010 version. Still lots of work there to get it compiling and working properly in Lazarus unfortunately. I made a new version of the 2007 version with all the new stuff:)


https://www.youtube.com/watch?v=HyF9QNg3JuY

pitfiend
05-01-2015, 01:17 AM
like it... very nice!

vgo
07-01-2015, 10:20 AM
Looking good! :)

Luuk van Venrooij
09-01-2015, 08:02 AM
Thanks guys, I managed to got the 2010 version compiling in Lazarus and already finished most of the problems I wanted to fix before release. Only thing remaining is the editor of the 2010 version. This will require a bit more work I'm afraid. In the main time here is a video of the 2010 version:)


https://www.youtube.com/watch?v=GlelXcj9M0o

vgo
09-01-2015, 08:15 AM
That looks great, makes me wanna mess with stuff like that too. :D

Luuk van Venrooij
26-01-2015, 08:27 AM
Thanks VGO:)

Another small update. I finally got the Editor compiling. I had major problems getting the MDI forms to work since the win32/64 LCL doesnt support them. I tried QT LCL to get it working but this gave me problems with my OGL contexts since I use normal windows API functions to create the OGL contexts for the viewports. Instead of MDI I made the parent of the viewport forms the main form. Since I don't have any easy management functions for the viewports like cascade etc I just added the 4 viewports forms with a fixed position. The editor doesn't have the fully customizable vieports anymore but for the time I want to spend on this this was the best solution.

And ofcourse a screenshot:)

Luuk van Venrooij
14-04-2015, 03:07 PM
So I`m also done with revamping the 2010 version of the Genesis Device engine and there both up on GitHub:

https://github.com/seriva

Also my new website is live with some more projects I worked or am currently working on is live now:)

http://luukvanvenrooij.nl/

kordal
19-04-2015, 08:20 AM
Excellently! It`s made very well. Remarkable work.

Luuk van Venrooij
23-04-2015, 07:33 AM
Thanks Kordal. I`m currently still working on the 2007 version making improvements to the code:)

Luuk van Venrooij
07-05-2015, 05:10 PM
I have made lots of improvements to the 2007 version in the last few weeks. The biggest changes beeing:

- New input system without DirectX. I wanted to remove this for a possible linux port later on.
- New sound system using OpenAL instead of FMod. Again for a possible linux port later on.
- Using Lazarus generics instead of lists and typecasts everywhere.
- Made records from al math related classes. This to save memory and speedup loading times.
- Start of a new GUI system.
- New animation system for foliage of which I made a small video:


https://www.youtube.com/watch?v=7AIpKnTlg2c

And besides that lots of other fixes and improvements:) So check the git repository here:

https://github.com/seriva/GenesisDevice-2007