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  1. #1
    Quote Originally Posted by Darthman View Post
    Hi there again!
    Today i glad to present to you Parallax oclussion (steep) mapping with quad-engine:

    Download demo here:
    http://quad-engine.com/public/pom.zip

    Requires pixel shaders 3.0;
    Works buttery smooth for me. What are the practical applications for this though? I imagine if you try to use this too much it would significantly slow a game down.

  2. #2
    Quote Originally Posted by dazappa View Post
    Works buttery smooth for me. What are the practical applications for this though? I imagine if you try to use this too much it would significantly slow a game down.
    There is one nuance. This effect apply only on pixels. Not Texels. So — no matter how much polygons. Matter how big screen resolution for all this.
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  3. #3
    Here it is. 1024x768 and my cheapy old radeon card gives me 111fps with the full screen of this effect:

    I add FPS counter at window label. You can try it with yourself:
    http://quad-engine.com/public/pom2.zip
    Last edited by Darthman; 03-02-2011 at 07:25 AM.
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  4. #4
    And another one demo. More powerful and impressive I think:

    http://quad-engine.com/public/pom3.zip
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  5. #5
    I get 100 FPS on the last one, very impressive -- although at least in this case, I'm sure you could improve the FPS by just having a 3d model, it's still quite amazing that it's generated from the image and looks so fantastic.

  6. #6
    Maybe you right. But! But if we want to know that — we must make same scene in 3d and watch fps. Unlikely my way to create terrains very easy to use. Even with shadows. And at my desctop it gives me an impressive 900fps (thanks to 336 shader processors).
    In other sight — quad is 2.5D engine from time I start to develop it. There is a lot of 3D engines. There is a lot of 2D engines. But I need very impressive 2D image for my games. I like 2D.
    This is not "just a demo".... heeey, look how I can!!! NO This technique was developed for my game. And game can be look like this:

    Notice that FPS is real and all gfx drawing with pretty small amount of code.
    Theory is - when you know everything but nothing works.
    Practice is - when all works, but you don't know why.
    We combine theory and practice - nothing works and nobody knows why

  7. #7
    Beautiful! (Although I'm not too keen on the style of the bars on either side)

    I believe what's holding my laptop back is the graphics card, unfortunately. If I'm only getting 100-130 FPS now, I imagine it'd be a lot lower with your final game. So while you might be able to sacrifice 800 FPS on your machine and still have it buttery smooth, my laptop would only be able to handle a drop in 40-70FPS before it starts looking choppy. (Where VSync is said factor, at 60hz)

    I would love to see what other effects you put in though! (IE: dynamically lighting explosions)

  8. #8
    Co-Founder / PGD Elder WILL's Avatar
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    Oh wow. These graphics are amazing!

    I kind of wish that this engine used OpenGL as well as or at least instead of. Especially considering that the new Delphi for Mac OS X is supposed to be coming out soon.
    Jason McMillen
    Pascal Game Development
    Co-Founder





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