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  1. #1
    PGDCE Developer de_jean_7777's Avatar
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    Wow, this is amazing. I work (kind of still am) on an engine which also provides support for Q3 assests (maps, models and such), but I guess you beat me to it
    Great work. I'm interested to see what kind of a game you might develop with this.
    Existence is pain

  2. #2
    Wow Benjamin...just wow
    I'm awestruck mate, kudos!!

  3. #3
    Quote Originally Posted by Vinzvega View Post
    Hi Benjamin,

    wow, Very impressive ! And the implementation of the vertex manipulation and textures stuff on the gpu might be very cool ! It is the case for all the platform (ios ?) ?
    If the PowerVR SGX GPU in the iPhones supports at least 13 shader vertex attributes (because for the on-the-GPU-interpolation of animated models), then yes, because the OpenGL ES 2.0 specification says just 8 vertex shader attributes as minimum, but most all current mobile GPUs (PowerVR SGX 540, Mali400MP, Tegra2&3, Arendo205, etc.) in android devices are supporting at least 16 vertex shader attributes. But for example the OpenGL 2.0 capable GPU in the Raspberry PI is a OpenGL 2.0 capable GPU with the absolute minimum OpenGL ES 2.0 specification data (so only 8 vertex shader attributes as minimum etc.).

    Quote Originally Posted by Vinzvega View Post
    Let us know the advance of your project on it !
    - I'm not aware of quacke like stuff : is there some editor to use ?
    - Have you a licence plan for this engine ?

    cheers !
    For maps: GTKradiant http://icculus.org/gtkradiant/ but only with the GPL full-opensource variant (where commerical usage isn't a problem, at least here in germany), because the old proprietary half-opensource/half-closedsource variant disallows commerical usage without a license from id Software.

    For models: Blender, 3DSMax, etc. the models must be exported and converted then to the MD3 or the newer IQM file format.

    License plan: I want to do myself a own game with it, before I'll start licensing with a unity-like freeimum model (here including a opensource dual license model, so the engine source code will be available under a dual-commerical-license-suitable opensource license, like idtech1-idtech4), so for free games => no cost, and for non-free games => small revenue participation (20% to 30%) and no high one-off payment in advance, so the planned licensing will mostly complete risk-free for the licensees.

    Quote Originally Posted by de_jean_7777 View Post
    Wow, this is amazing. I work (kind of still am) on an engine which also provides support for Q3 assests (maps, models and such), but I guess you beat me to it
    Great work. I'm interested to see what kind of a game you might develop with this.
    Thanks

    As said, I want to do a game with it. A futuristic cyberpunk first person shooter or something in that game genre direction, but I do need still artists for this (for game detail concept design, maps, models, textures and material shaders). Code, SFX and music I'm doing myself. So i am looking for artists.

    Quote Originally Posted by paul_nicholls View Post
    Wow Benjamin...just wow
    I'm awestruck mate, kudos!!
    Also thanks
    Last edited by BeRo; 24-09-2012 at 05:46 AM.

  4. #4
    PGD Staff / News Reporter phibermon's Avatar
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    Excellent! I'm so happy to see another well developed engine surfacing, keep up the good work!

    I also support IQM and IQE in JenJin, blender users looking for an animated 3D format should give it a go, the IQE exporter is well maintained across blender versions.
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  5. #5

    Now with improved virtual-3D stereo sound engine code und underwater

    Now with improved virtual-3D stereo sound engine code und underwater (physics, sounds and post process screen effect).

    The whole sound engine code is bigger than the main renderer core code now.

    The sound engine do support true 3D sound spatialization now (including ear-distance-delays, listener-to-object-angle-and-distance-frequency-filtering, etc.) and I'm working on full HRTF support as a additional high-quality-3D-sound-spatialization-work-mode.

    The underwater sound filter effect is a 4-semitones-down-pitchshifter (without FFT/IFFT, very-short-delayline-based with a hamming fade window functon, only circa 20 code lines only), 300 Hz 6dB one pole low pass filter, 500-1000Hz boosting 3-band quadpole 24dB EQ and reverb.

    It supports also the doppler effect now (air and underwater).

    The most all sound engine code is 32bit integer-only (16.12 bit fixedpoint with 4 bit headroom, so it is 20.12 bit at the end) except at the initialization code parts for lookup tables, float -> fixedpoint constant value calculations, etc.

    And here the new video. And the BRTECH1.zip at the URL in my start post in this thread is also updated.

    Last edited by BeRo; 27-09-2012 at 02:50 PM.

  6. #6
    PGDCE Developer de_jean_7777's Avatar
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    Wow, you sure have put a lot of effort into your sound engine, though I guess this is expected from you
    Existence is pain

  7. #7
    PGD Staff / News Reporter phibermon's Avatar
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    That's utterly awesome, you really know your stuff!
    When the moon hits your eye like a big pizza pie - that's an extinction level impact event.

  8. #8
    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.


  9. #9
    good progression , just the player speed , i found it a bit fast

  10. #10
    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.


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