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Thread: 3D Gamecask Engine

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  1. #1
    Will this engine be available for free or commercially?
    I think it will be free someday, but not soon. First I must finish the engine and then write documentation for it - this is a very long road.

    ...and what are the chances of it working with a standalon FPC setup
    That is my goal to make the engine as a standalone application (Game Module + WYSIWYG Editor) and add some scripting language.

    Why not do a HD video and post it via youtube so we can see the physics portion in action?
    When I do physics for vehicles and a few more models, I will try to do a HD video and post it via youtube.
    For now I have only one tree, terrain, human and house model - nothing special for good looking video

  2. #2
    Nice tree model. How did you make it? Or is it procedural generated by your engine?
    http://3das.noeska.com - create adventure games without programming

  3. #3
    I don't remember exactly where I found this model, but it was some kind of free sample from some Blender or LightWave plug-in. The model is rather simple and it was free, so I don't pay attention to the source of origin.
    In fact, the best part of this tree is the texture.

    At the moment there are more important things to do than procedural objects. Oh, maybe procedural terrain would be useful, but I'll do it later. GLScene has it all, but it takes a some time to figure out how this things works.

  4. #4
    Wow impressive work ! o.O

    Keep up the good work for future release

  5. #5
    Nice work there, mobilus. But if I can toss my ten cents here - GLScene's really nice for starters, but it still uses OpenGL 2.x which is obsolete these days. AFAIK they're doing ports for OGL 3.x, but I'm not sure at what stage it is right now. It's not that I'm trying to discourage you, though. Don't get me wrong - I like GLScene, but if you ask me, unless it fully supports the latest OpenGL version, it's not worth a try (or a "come-back" in my case).

  6. #6
    There are many publishers who require older solutions, especially in the casual market. For this reason, I use Asphyre to produce 2D games (DirectX7) and GLScene for 3D games (OpenGL2).

    I do not create an engine with a view to making a super high-tech FPS, which would compete with the giants from the market and I don't use OpenGL3.x yet.

    Plans for the development of GLScene is such that there were two versions of GLScene - for older (OpenGL1/2) and newer (OpenGL3/4) video cards. I do not know whether the developers will be consistent in their assumptions, but don't worry about the ports for OpenGL 3.x:
    http://glscene.svn.sourceforge.net/v.../Experimental/

    I am trying to build my engine with independent modules (physics, scripting, material shaders, post-processing shaders, gui, etc.) and I hope that I can use them together with "next-gen" APIs without major modifications in the future.

    I like GLScene, but if you ask me, unless it fully supports the latest OpenGL version, it's not worth a try
    To create a game, OpenGL or DirectX itself is not enough. In the meantime (waiting for OpenGL3), you could write a lot of useful tools and a lot to learn.
    Last edited by mobilus; 11-11-2010 at 07:43 AM.

  7. #7
    Screenshots after eleven months of hard work (still in progress):

    screenshot1
    screenshot2
    screenshot3
    screenshot4
    screenshot5
    screenshot6
    screenshot7
    screenshot8

    RENDERING FEATURES (forward rendering):

    Post-processing effects:
    - Screen-Space Ambient Occlusion
    - Depth of Field with auto-focus
    - HDR with automatic Tone Mapping
    - Light Scattering
    - Vignette
    - Fullscreen Blur (GLScene)
    - Edge Blur

    Optimization:
    - Standard Frustum Culling (GLScene)
    - Sphere Frustum Culling
    - LOD textures
    - DOV (dependent on the size of objects)

    Mapping:
    - Normal Mapping
    - Bump Mapping
    - Parallax Mapping
    - Spherical Environment Mapping
    - Procedural Mapping (metal)
    - Shadow Mapping

    Vertex operations:
    - precomputed Vertex Ambient Occlusion
    - precomputed Radiosity (in progress)
    Last edited by mobilus; 04-10-2011 at 02:24 AM.

  8. #8

    3D Gamecask E

    I just saw it on IGN, and I think it does. Between the physics and graphical tricks, its looking like the most versatile engine ever.

    What they show in realtime is beyond what I wouldve though possible for years to come.

    Agree?
    http://bukdub.ru

  9. #9
    Hi, this is very impressive indeed. Could you tell me how do you implement the screen space ambient occlusion?

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