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  1. #1
    New BRTECH1 Engine while-in-development-demostration video. This time with most full map entity logic, player models and a third-person-view as an optional alternative for the first-person-view mode.

    The next todo-steps will be: LiSPSM shadow mapping, networking, weapon shot physics, game menu UI, and such other things.


  2. #2
    good progression , just the player speed , i found it a bit fast

  3. #3
    Quote Originally Posted by AirPas View Post
    good progression , just the player speed , i found it a bit fast
    I'm using just the original quake 3 player physics constant values, because I'm testing my engine with quake 3 maps.

  4. #4
    Again new BRTECH1 Engine while-in-development-demostration video

    It uses Uniform Shadow Maps (USM, if one player is in current view) and Extended Perspective Shadow Maps (XPSM, if more than one players are in current view) together with Variance Shadow Mapping (VSM) and only with one shadow map FBO texture since it's targeted for mobile devices with limited video RAM size also, where Cascaded Shadow Mapping (CSM) wouldn't be applicable here.

    And the first person is attached to the approximately eye position of the each head MD3 model part of the each current loaded player model now.

    The next todo-steps will be: Networking, weapon shot physics, game menu UI, and such other things.


  5. #5
    Hi Bero,

    your engine will be available for us? Which type of licensing?

    Thanks

  6. #6
    very good work, keep it up!
    Current (and lifetime) project: FAR Colony
    https://www.farcolony.com/

  7. #7
    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:

  8. #8

  9. #9
    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.

  10. #10
    Very nice work Benjamin...awesome as always

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