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Thread: 3D Gamecask Engine

  1. #11
    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.

  2. #12
    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.

  3. #13

    Thumbs up

    It's really impressive!

    Great work, mobilus
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  4. #14
    Absolutely fantastic.
    When I first glanced at the first screenshot, I thought it was a photo.
    Freeze Development | Elysion Game Framework | Twitter: @Stoney_FD
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  5. #15
    PGD Staff code_glitch's Avatar
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    Absolutely unbelievable - better than a ton of blender and DX11 jobs Oo

    The first one does actually look like a real photo... Took me a few seconds to register it was rendered.
    I once tried to change the world. But they wouldn't give me the source code. Damned evil cunning.

  6. #16
    Thanks guys!
    On the first screenshot there is no Fog and DepthOfField - I did it by accident and indeed looks better.

  7. #17
    That is very promising.... Great work...

  8. #18
    the lightmap is really good , did you generate it your self or using other program ?

  9. #19
    I don't use lightmaps, it's real-time soft shadow mapping + Vertex Ambient Occlusion (generated in an Engine) + real-time Screen Space Ambient Occlusion. All these elements are mixed together and may create the impression of a good lightmap

  10. #20

    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

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