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  1. #1
    Yet again new BRTECH1 preview tech demo videos

    It has support for external lightmaps, deluxemaps and for some DarkPlaces shader extensions now, for features just as bump mapping, offset parallax mapping, relief mapping, glow, bloom, and so on.

    It has also an DDS texture loader now (with own DXT*-to-RGBA-decoder), because Xonotic maps are using mostly DDS textures.

    Xonotic map red-planet:


    Xonotic map drain:


    Xonotic map afterslime:

  2. #2

  3. #3
    New public build: http://rootserver.rosseaux.net/stuff/BRTECH1.zip

    This build is optimized for automatic-quakelive-data-detection, so it detects the quakelive data path automatically. So you do need only registered at quakelive and downloaded the quakelive browser plugin together with the encrypted game data, which this build will detect automatically and decrypt on-the-fly while loading in the RAM, for to can to test my 3D game engine BRTECH1 with legal game data.

    Tthe first person camera handling is also improved. It includes a image stabilization for too fast wired moves now, it's mainly for the run/walk player model animations.

    Keys:

    f8 = toggle console
    alt+enter = toggle fullscreen
    t = toggle 1st/3rd person view
    r = respawn
    l = toggle wireframe
    b = toggle bloom
    etc.

    and attention, quakelive seems to have some another physics constants than the original quake3, so player jumps in some quakelive maps "can be" sometimes too short.

  4. #4
    Very nice work Benjamin...awesome as always

  5. #5
    Yet again new BRTECH1 preview tech demo video

    The here new model lighting implementation is based on light-grid-voxel-based per pixel lighting on the GPU with a OpenGL 3D texture with light ambient color, light diffuse color and light direction normal (X&Y in each texel alpha channel, Z will reconstructed inside the GLSL shader code) per two RGBA8 texels/voxels.

    It loads QuakeLive maps directly from the original app data data path of the legal-installed QuakeLive browser plugin installation on-the-fly for private engine-development-test purposes.

    QuakeLive map toxicity:
    Last edited by BeRo; 26-04-2013 at 12:32 AM. Reason: Youtube video link corrected

  6. #6
    PGD Staff / News Reporter phibermon's Avatar
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    looking awesome as usual! what are your plans for BRTECH2? have you looked at supporting doom3 / quake4 maps? I'm guessing they're still a BSP structure in principal. I think you have to support LWO models or somthing (can't remember exactly what I read)
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  7. #7
    Quote Originally Posted by phibermon View Post
    looking awesome as usual! what are your plans for BRTECH2? have you looked at supporting doom3 / quake4 maps? I'm guessing they're still a BSP structure in principal. I think you have to support LWO models or somthing (can't remember exactly what I read)
    BRTECH1 does support the most visual features from idtech4 already, since BRTECH1 can load already (Darkplaces-Engine-based) Nexuiz/Xonotic Maps with deluxe maps (see http://www.youtube.com/watch?v=nubjG-3Nrpg http://www.youtube.com/watch?v=Sa_9cwVnKd8 and http://www.youtube.com/watch?v=XLscohdw3X4 ), with extended material shader definitions for bump mapping, parallax mapping and relief mapping and with other known-from-idtech4 features.

    And BRTECH2 will be maybe totally different then, but I'm not sure here yet.

  8. #8

  9. #9
    First test of the new yet slightly buggy light-pre-pass (a ka deferred lighting) render implementation including deferred shadowing. The GBuffer layout is at the moment:

    RT0 (RGBA: r=normal-spheremap-x g=normal-spheremap-y ba=specularpower (the normal is stored in a spheremap transformed format, so normal-z can and will be reconstructed correctly from this transformatiion again, and the specular power is stored as a 16-bit (8.8bit) fixed point value)
    RT1 (R32F): linear depth (for viewspace&worldspace position reconstruction later in other shaders)

    Light prepass rendering is a really good and mostly easy to implement extension for a already modular and object oriented forward rendering render implementation, for to have the most benefits of the good known deferred shading idea as well, without the whole transparency problems of a plain deferred shading render.

    And the shown maps in this video are reflux and rebound from QuakeLive.


  10. #10
    nice
    i think my lame gbuffer implementation uses 3 or 4 textures
    btw packing stuff into less textures boosts fps or only saves up memory?
    Last edited by laggyluk; 20-05-2013 at 02:35 PM.

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