Nexus 3D EngineBlitz3D Forums/Blitz3D Userlibs/Nexus 3D Engine
I am working with my new engine:
It's target is, to produce an easy-to-use engine, which uses the same commands, as B3D, but with the functionality of shaders, DX9, and DX10. The D3D9 Renderer is almost finished. I'll start on the D3D10 renderer in maybe a week.
I would ask you for some suggestions, so the engine fits your needs too!
| - Shadows|
- Import B3D models
- Post Processing (DOF, Blurr, Bloom, contrast, brightness, reverse video)
- Fast 2D over 3D
- Spherical map, cube map
- Displacement mapping, bump mapping
- Reflection, refraction
proper management of entities, camera, pivots, bones, multi-texturing, possibility of builing meshes from code with AddVertex and the rest of that toolset, possibility to set all the Antialias and Anisotropic modes, as well as resolutions and refresh rate.
| Easy to code, and many FX commands like bump,glow,parralax map|
and really important, an exporter for 3DS max...
Because code my hown textures/fx by hand tired me :)
And compatible with bmax...
| Qimmer, Can you add me to MSN or drop me a quick email at seanoosterveen@.... Id love to talk to you about this project. |
| - Import B3D ... done!|
- Shaders ... almost done!
- AddVertex, VertexAlpha etc. ... done! Automaticly manages Vertex and Index buffers.
But i'm having trouble using skinned meshes. It loads the skinned b3d mesh file well, and hierachies the entities well, but when i pass the skinning information etc. in my fx shader, there is some problems with positioning the vertices.
| Nice screenshot you posted on the gallery Qimmer :P|
300 fps for that nice looking water, cool. Could you put some ANISO filtering on that see how it turns out?
| What is ANISO filtering? AA or Linear? |
| anisotroph filtering.|
That is only for the textures, if the filter is very hi, this will sharpen the textures even when they are in the background.
| WOW!!! cool!! |
| Now hardware skinning works, and almost finished the animation system. After that, i will start on making it possible to use shader fragments, so you can apply mutiple shaders on a mesh at once (like Skinning & Bump Mapping & Shadow Mapping at once)|
Any comments or suggestions? ;)
| Hi, probably already suggested elsewhere, but I would like to see:|
* an easy to use splatting system
ter=createterrain ... | load terrain.x/b3d/3ds
splatm=splatmap.png - based on r g b
applysplat ter, splatm, tex1,tex2,tex3
Something in those lines, without having to go into shaders.
* Mirrors (irregular shaped)
* Volumetric fog
* Toon function
* Networking, have you considered using a third party library? Something that allows NAT punchthrough.
* Sound, is positional 3d audio supported?
* Input, would love to see native wii controller support.
* Physics, please include character controller too, and perhaps easy to use naming system, as it seems easytok does (haven't used it personally but seems intuitive).
Forward to looking into your engine, good luck!
| The terrain system will be done as follows:|
You can still use the old terrain functions, without touching one line code.
And does LoadTerrain have to load mesh files as a terrain? Why not just heightmaps?
The splatmap functions will be done with an additional blendmode for textures (like Dot3 etc.)
Toon function - will be made as an compositor shader
Networking - will be featured after the 3d-engine is done, but will be inplemented ;-)
3D Sound - same commands as in b3d, except that the sound engine will be done with XAudio, because of compatibility with Vista.
Input - year, maybe a little wii-controller feature could be fit in the engine? :)
Physics - PhysX, all bodies will be made as entities, so if you want to make a physics cube, do follows:
cubebody = CreateCubeBody()
cube = CreateCube(cubebody)
.. and the physics will be updated as follows:
happy now? ;-) I hope it will meet all of your requests. And remember, this is not an engine only just for me, its an engine for you, and therfore it will need to fit your needs, so just start to post all of your needs and suggestions, and i will try to implement them if they are relevant. :)
I'll post a demo in a small couple of weeks fortunately ;)
PhysX allows a character controller, which is not included in the available wrapper (last I cheked on rubux), please do make it available.
Terrain as mesh, just because I'm using 3d animation software as dropper and waypoint editor (and suspect other people too, but don't know for sure). If heightmap generated terrain can be exported to mesh I would be happy with it.
Everything else seems in place :)
| But then the terrain LOD won't be available if the terrain is as a mesh? But if it is, i can make the terrain loader, to convert a mesh to a heightmap?|
The animationsystem works 100%, incl. animation transition and interpolation.
| As long as there's a way to export mesh from heightmap I would be pleased.|
Nice to read that animation system is working fully :)
| Year .. And now i am working on to get shader fragments working, so it is possible to apply multiple shaders at once to a brush. After that, i will begin to make some effects like shadow mapping, cel shading, terrain rendering etc. |
| Some screen ? ;) |
| i'll post a screenshot when i get shader fragments working .. then it will probably be a skinned character with an ocean shader applied ;-) |
| I'v posted a demo:|
| hi, I'm getting a "cannot open Zombie.jpg" afterwards demo quits. |
| amd 2800+|
| 992 FPS|
Laptop +Geforce 8600 GM + 2 Go Ram
Thanks for the demo ;)
| "cannot open Zombie.jpg" |
| "Zombie.jpg" - Are you running vista? |
Thanks, i'm glad you said it worked perfectly.
Do you like the ocean shader? ;-)
Does it run without installing PhysX?
If it does, thats really cool!
| Can you please take a screenshot of the Zombie.jpg error, and send it to twicfall(at)gmail(dot)com? I would be glad to solve that problem. |
| >"cannot open Zombie.jpg" |
same here (PIV 2.4/GF6600)
| Are you saying your system wont work in anything other than Vista? |
| No..! The engine works even in Win9x, but only with Dx9 capatibility. You need to run vista to use the Dx10 part. |
| I was wondering:|
I had an idea to write a compiler which could be used to write HLSL shader in Blitz3D/Plus language, so blitz-programmers easily could write their own shaders without touching C syntax.
Would that be a good idea?
| well..if you give me shaders in B3D, I'll keep your pic on my workin desk :) |
| Sorry, i think i'll rephrase.|
I mean, that in my engine, will it be a good idea to make it possible to write HLSL shaders in Basic-language instead of the D3D9 HLSL-language? Like BBSL instead of HLSL?
| That would be very practical! It opens up a host of possibilities! |
| It breaks even more possibilities well known as shader development environments.|
People not capable of writting hlsl are most likely not capable of writing shaders at all so it does not help them.
| if this supported only postprocessing and shaders, i'd be happy (you can make HDR with postprocessing)|
keep it up!
| Is this project still active?|
I saw many other project went so badly i just want know if qimmer still working on this?
I want DX9!!!
Maybe you too
| I know that qimmer is still working on this. Im looking forward to a solid dx9 engine for blitz as well :) |
| and hopefully it'll be compatable with all the physics engines |
| I hope he can do it!|
It will be a good jump forward for blitz!
| Hi all! Yes i am working 24/7 on this engine!|
I've just done a lot of optimizing. And soon i'll rewrite parts of the engine, so it is going to be easier to make the possibility to choose between D3D9 and D3D10, and between PhysX and Havok physics. I am just waiting on that Havok releases their physics engine for free like AGEIA. ;)
Look in the galery, i've posted a screenshot as an example of the performance of my engine. It compares to the performance seen in Ogre!
| ..so when this thing going to see light of the day for users?? |
| I expect the beta will be out for about 2 months ;-) |
| I hope this engine will be as good as it sounds and doesn't disappear like the other ones. Qimmer, will it support DX10 only features the soft particles? And how much it going to cost?:D |
| We count on you man!|
| SOft Particles is a DX10 feature, and will only be supported in Dx10 mode .. First when the engine will be out as a beta, it is only DX9, but in the meanwhile people tests the DX9 part, i will be developing the DX10 part, so when the DX9 part has been tested, then it is the turn for DX10.. ;) And after so, the physics, sound, and last, the networking part will be made .. :) I hope you can give a little patience, as i am still in high school. But i am working all my free time. :) And i promise, i WILL finish this engine to the end! Thats the only thing i have to say. |
so when the DX9 part has been tested, then it is the turn for DX10
Before working on a DX10 port, I think it should at least support an advanced model format (be it 3DSMax/Maya/Lightwave or the interchangeable FBX) instead of being limited by B3D... being able to import a scene with at least specular, bump and diffuse in a single step is essential nowadays.
About the shaders, there is a practical way to support the HLSL or Cg scripting language? it would give access to an enormous database of existing shaders and to the major shader editors (FX Composer / Mental Mill / Rendermonkey).
Edit: nevermind about the shaders, I just noticed the .fx support in the gallery entry :)
| About the model format, my engine is using .b3d, but it has the capatibility of using an extended format with more different chunks like "EFFE" for shaders, "CONS" for shader constants, "INST" for CopyEntity instance.|
The engine fully understands the .fx shader like Annotation fx. "texture mainTex < string fileName = "tex.jpg" >;
About the model format, my engine is using .b3d, but it has the capatibility of using an extended format with more different chunks like "EFFE" for shaders, "CONS" for shader constants, "INST" for CopyEntity instance.
In order to use the extended format with ease, there is still the need to convert from a model format to your own. Anyway, I was talking about more common features like directly importing various types of UV maps besides diffuse. It is unlikely that someone will write a converter (.B3D proprietary format is a good demonstration, being out there only one good pipeline), and having to hard code each additional map and UV for each model makes a DX9 engine far less useful.
In my opinion it is essential to support at least one advanced and widely used format.
| And what format you suggest?|
Milkshape is a great converter.. (if is still usable)
| Milkshape is extremely limited to say the least. If you plan to use Milkshape for the graphics, you probably don't need DX9 features.|
Some of the most used modellers/animators are 3D Studio Max (.max), Maya (.ma/.mb), and Lightwave (.lwo/lws). Otherwise, you can let every modeller author do the conversion work for you by using an interchangeable format: the only ones used in the industry are .fbx and collada (I prefer fbx out of the two, being the most supported and tested: almost any major modeller has import/export tools for it).
| I use milkshape only for convert my mesh.|
Max and maya are great program, but that are so expensive program, maybe too.
Then i think you must use another program to create your model and then export (or convert) to max/ma/mb..
I agree with you on fbx or lwo/lws.
I need physique modifier!!
| When I said that by using Milkshape you probably don't need DX9 features I wasn't being harsh.|
What I meant is that Milkshape is a tool created many years ago for character modding, in the era of Half Life 1 and Quake 3, and it doesn't support DX9 features itself. So, it is extremely limited compared to a full fledged modeller, expecially for todays standards... it was even limited for its era, since it specialized on character modelling for games. To name a few, it only supports a single UV used for diffuse, it has limited animation support - no morphs, blending, IK, or interpolation whatsoever, and the list goes on (if I recall correctly it even has a 64k vertex limit per model).
| FBX and LWO wont be any problem to implement ;-)|
Nexus can use .3ds, .b3d right now, and i am working on .x now. Later on i will try to implement .fbx and .lwo as you suggest ;-)
| Good coding Qimmer :) |
| Not bad Qimmer :) |
| Wow this is so awesome!! Will Nexus be open source??? |
| ..what is awesome? I mean...you guys saw some examples or what?? is there any demo or something? |
| I see just some screenshoot in the gallery, but it was post 2 week ago..|
| I'm sorry, but no OpenSource.|
This is a product i have been spending all my time on in the past year, so i hope you understand :)
Now i have done support for Post Processing, so i just need to write the PP shaders though. ;)
Now i am working on a .x and .fbx loader, and some physics stuff (character controller, cars, rigid boxes etc.)
| @Qimmer. Any plans for 3D sound? If so, make it opanAL for us Vista users:) |
| metal mackey, let him concentrate first on the graphics please, the sound can wait! |
| Qimmer is the e-mail adress in your account correct?|
| The sound isn't a big deal.|
I think i will make use of XACT / XSound2 so it will be compatible on both XP and Vista :)
Sorry, corrected my "new" e-mail ;)
| Hi qimmer,|
thanks for reply my email (i have just one more question i'll send another e-mail!)
There is any news or screenshoot?
| Hi Qimmer,|
I want know if your engine will support normal mapping?
| Of course it will ;-)|
Shader based normal mapping, parallax mapping and parallax occlusion mapping. :)
i am still in high school
crap! someone may be smarter than me. I'm in 8th grade but I havent written any engines...hmmm...how can I outsmart qimmer, I wonder...I know! I'll build an AI...yeah...that'll show him...
Seriously, though, looking good, keep up the good work!
| I have seen the screenshot and I am impress.|
keep good work up
| I think i'll post a demo in a week with Soft Shadows, Instancing, Ocean Shader and some hardware skinning, and i'll post the demo source too so you can see it is written with Blitz3D-like commands ;-) |
| that great and I cant wait to see them :) |
| I'm glad you are giving me positive response. :-)|
Have you got any suggestions to the engine that i may have to implement or something like that?
| I would like to see how easy for coding demo like what you say about all the effect. Take your time and release it when you are happy with the demo source.|
If Demo source is very good then how much are you selling it?
| Hi Qimmer, please do test your engine in a variety of machines. I wasn't able to run your previous demo, but will for sure keep an eye on this. |
| CSG!!! Check out the OpenCSG lib :P|
If you implement instructions to do CSG, and your engine is good, I will use it for my game project.
OpenCSG is image-based! That means, that it doesn't handle the 3d-geometry. It uses some OpenGL draw commands to split up the already rendered image, so i am sorry, but this is a hard problem to solve.
But maybe i will implement CSG functions in the KimoEditor (world editor).
Hi Pax. As i have rewritten the engine from scratch, i've found a lot of bugs which are corrected now, and the problem was old DirectX drivers.
I am glad to hear that you have got patience, but i just want to show that i am not a faker, and that i am able to create a new powerful engine that people would like to use.
| Qimmer, I would like CSG command straight in the engine :P That is what I wish for to make my game possible (considering all the various situations I planned). There are always ways to go around not implementing CSG, but then you have to do like CRYSIS and make chunks of trees that are broken to simulate what CSG does, and fake stuff like that which complicates development more than actually have the real CSG commands. |
| keep it coming! Im looking forward to this. |
Why is it so important that the engine has got such commands?
Where do you need CSG elsewhere than in the level geometry?
| Qimmer, for many reasons. My game project is partly based on the use of csg operations. My game is a little based on Marble Madness, with a twist. For example, there are traps around the mazes. It can happen that the player get chopped in half if he passes in one area (not jut the player). The level can rearrange itself; new passages, new walls... The level models are built on the fly (which is where csg is most interesting) based on algorythms and tables. Also, csg will permit breakable parts of the level, which I also need.|
I'll list most graphical engine things I need for my project:
- multiple light + shadow (stencil) capabilities
- advanced animated water (refract, reflect, depth fog)
- post processing effects (bloom, dof, blur, glow) a bit like ashadow
- csg (and, or, xor, not)
- all engine features compatible with transparent entities
- capable of programming bones within runtime
- capable of building models at runtime
| _33: make use of the unreal 3 engine.|
Instead of this, you can use Geneis3D (an old Opensource 3D Engine with drivers for Voodoo Graphicscards etc.). I think Genesis3D is always the powerfull 3D Engine forever.
It supports follow features:
- multiple light + shadow (stencil and additionaly software rendered) capabilities
- capable of programming bones within runtime
- capable of building models at runtime
- csg (and, or, xor, not)
- csg-animation (and, or, xor, not)
- all engine features compatible with transparent entities
- you can put a mirror texture on any csg-object or actor-model.
This features can be developed additionaly:
- advanced animated water (refract, reflect, depth fog)
- post processing effects (bloom, dof, blur, glow) a bit like ashadow
- better shell/runtime module in msvc++ 6.0
- more drivers.. these can make the use of directx8.0 and/or directx9.0. At moment is here official only a good opengl driver.
I hate the day as the engine began to be closed source. This stucked the engine on the way to be better than the unreal once.
[by the way... shockwave engine 3d (in the beginnings) based on genesis3d]
| That "Genesis" engine looks REALLY old. Don't think it has got enough horsepower for today's games. DirectX6 ??? Thats kinda screwed up! Thats even older than Blitz3D. |
| It's funny when you read the featurelist of most any 3d engine. Most of the time, they list features that are broken, absolutely unpractical, or features that are still incomplete and not fully working. Rare have I found a 3d engine that gives a bug free featureset that follows the "as advertised". I became a little lazy concerning 3d engines, in the sense that I don't want to code one, or to involve myself too deep into the working of the engine. So, requesting, suggesting, asking for features to me feels natural. In the end, I will use the engine that fills in all the checklist for the game projects that I have on my TO-DO's.|
aaahh csg: http://en.wikipedia.org/wiki/Constructive_solid_geometry
Edit: I also want to make my own level editor using CSG :P
| It is older than Blitz3D but supports dynamic animated CSG Subract etc. (without precalc.) and many other features. But it is true.. it is realy old, but therefore it serves very cool realtime animation features (~50 FPS on ~300mhz CPU):|
Three CSG Subract Spheres moves over a cube. Into the Front you can see the morphings wich results without vertex colors. With additional mirror you can create a nice portal-effect. Improve this now with good animated textures.
Today this effect does not more make any slowdown (~80 FPS, CPU only! ^^). I think with new drivers Genesis3D will be about ~200 FPS.
Anybody wants a "Portal" (valve) remake? With Genesis3D it is possible. In Blitz3D therefore i miss a good Matrix manipulator and other things. Only Shaders can helps Blitz3D to become features wich can be used in an "Portal" remake.
@ Nexus 3D Engine
", but with the functionality of shaders, DX9, and DX10. The D3D9 Renderer is almost finished."
I does not want only graphical features. I will make themselve with the featureset of the engine. But the idea is good to bind Blitz3D with todays graphical standards ^^
I does not want only graphical features.
It certainly does more than graphics!
My engine implements the PhysX Physics engine, and it can do nice vehicle physics, fluids, particles, clothes and soft bodies, and networking and 3d sound is also going to be implemented when the graphics part is done. :)
| How long before we can see this promising engine in action Qimmer? Also, will it include 2D commands for faster sprites and text? |
| Right now, i am working on a new demo. And yes, it does hardware accelerated 2D on the following commands: DrawImage(), Text() and CopyRect(). Here is a screenshot of the demo until now: (vehicle physics, box physics, multipass postprocessing)|
| WHOA :) I cant wait to see the demo |
| But just have patience, as i'm not good at setting release dates etc., becuase this is my first engine project. But still i confirm, that my engine is in 100% active development, and i am spending 6+ hours a day on it in average. And also remember, quality code, robust code, fast code and nice features takes time. |
but then you have to do like CRYSIS and make chunks of trees that are broken to simulate what CSG does, and fake stuff like that which complicates development more than actually have the real CSG commands.
Current engines are faking CSG right because doing CSG on large portions of a level and/or with animated meshes actually complicates development much more at this moment in time (unless you're not the one coding this feature of course). Some developers who were willing to implement it avoided to do so in the end (such as Bohemia Interactive in ARMA 2). Other ones implemented it in a simplistic way and only on static meshes (such as in Red Faction, quite limited, and Silent Storm, which wasn't very performing but was turn based anyway).
On a side note, you also have to adapt the AI to dynamic environments, and that's another reason why developers are carefully with the idea.
It is a feature which is getting more attention now (which will still grow in the future), but in most scenarios it can be more efficient just to fake it.
PS: Hey Qimmer, the post processing blur ruined the screenshot for me! :)
| I don't care for animated meshes, I just want the regular CSG instructions. They aren't numerous, just 3 or 4. I don,t care if the AI needs to have an updated plan of the level when CSG is applied. That is absolutely not the biggest concern, which is having those CSG instructions. I wouldn't expect those to take 3 months to be implemented since you can find source code on the net of CSG functions either in some free CAD tools or just some CSG enabled open source editor.|
If you want to make an editor using CSG but don't want to put CSG commands in your engine, I'd think that would really be a sad decision. :(
| Hey _33 |
why dont you make own engine?
| I'll see what i can do, but i have some things i'll prior first than CSG. I still need to finish soft shadows, shadow mapping, stencil shadows and instancing ... And then i need to fully implement the PhysX engine. And after that, i'll write the D3D10 renderer.|
And then we can talk about CSG :)
why dont you make own engine?
It's too low level for me. But I know what I need for my projects.
| looks good. Probably something you have to see in real-time to fully appreciate though :)|
Looking forward to a demo
| Hi all!|
Maybe you are sorry about this, maybe you are looking forward to it, but instead of releasing a demo scene in the engine, then i have decided to make my "Kimo Editor" runable, so you can try the demo of the editor combined to the engine, so you can explore the features yourself! Isn't that a good idea? :)
| Yes, good idea. =) |
| Any news?|
| I am currently working on the terrain CLOD renderer :D It works quiet nice right now, just need some small fixes here and there. And when it is finished, i'll continue on the editor terrain part. |
| Nice and take your time. |
| Take your time, but keep us informed :o|
What is a CLOD renderer? (Collision Level of Detail ?)
| CLOd means that the level-of-detail is also applied to the collisions yes. So the collisions far away from the camera fits with the low-detail geometry. |
| low-detail geometry?|
DOES it mean like in GTA where the camera focus on the player where most detail front of him and other area is less detail to keep the Framerate up?
| level-of-detail is where you have polygon reduction on things that are further away, so that polygons you wouldn't be able to see at that distance are 'removed'. Collision-level-of-detail keeps collisions intact and working in coordination with the LOD manager. |
| Do you plan on implementing Motion Blur? |
| As a fact, motion-blur is a post processing algorithm, and if i forget to implement it, you should be able to download the nVidia-motionblur shader, and apply it with one single command ;) But yes, it will be implemented.|
To make it clear, i am not stuck with the engine right now, i am just working hard on the terrain system. I am using the geomorphing technology, so you will be able to handle very large terrains up to 16384x16384 tiles.
| Will this lib also work with BlitzPlus? The Xors3D engine does :) |
| Not just to ruin Xors3D Engine (i like it myself ;) ), but the Xors3D engine performance is very bad as i tested it against my own.|
But yes, my engine will support BlitzMAX, Blitz3D, BlitzPlus, .NET (VB.NET and C#), and C/C++ .. For C++, there will be an objective oriented programming layer available.
| so mr. Kimo, when we can expect that engine to see daylight?? |
| @KimoTech: You seem to me - you are mistaken. It is similar to advertising.|
p.s. You can give a models and textures for testing?
| First, Xors doesn't provide any terrain LOD, so a 256x256 terrain uses about 131072 polygons, and a 512x512 uses about 524288 polygons! And that is too many for a terrain.|
As soon i have finished my Terrain CLOD part, i'll release an alpha version, as i still need a lot of the physics part. But all the rendering is almost done, when the terrain part is finished. ;-)
| How much of your engine relies on D3DX? |
| Only the maths part, as they are very good optimized for SSE2 and SSE3 .. |
| To all of u guys .. To proof that the engine development hasn't stopped, i've posted a new screenshot in the gallery, taken from the engine with the new PSSM sodt shadows applied ;-) |
| It wouldn't hurt showing the links when updating news/galleries ;) |
| I know, but the administrators haven't updatet the gallery posts yet :) |
| Looks nice KimoTech ;) I like the post processing :P |
| There is no post-processing attached? Its the shot with the car ;-) |
| It's this one?|
| Yes thats the one .. But it only demonstrates the new shadowing rendering implemention .. :) |
| Shadows looks nice.|
How's the engine progress? Releasing demos any time soon? ;)
| Its in full development .. I've just found the problem in the terrain part, so in a few days, the geomipmapped terrain rendering part should work properly ..|
I expect a demo soon, maybe in a few weeks. I just want to find some nice assets, so the engine demo looks a little less boring ;-)
| when you planing to release this thing..i mean REALLY...what formats are supported for static/animated geometry, and so on..is it going to be available for Purebasic ?? But again..when is it going to be really out..answer can be also 'I dont know' rather than some fake date...U know wat I mean :) |
| I'd better say "i don't know" :-) Because i have actually no idea. Because i live in Denmark, and here we have to get some paperwork done with the government, before we can sell stuff as a business, so it will take a little time too. But a demo will be released in a few weeks..|
It loads .3ds, .b3d and i am working on implementing the FBX SDK.. It only loads static meshes from fbx yet.
Well, if purebasic support DLL's, then yes it will be available for purebasic.. I expect that i will write decls for B3D/B+ and for BMAX.. I will also write a header for C# and C++.. I don't know how purebasic works with decls? :-)
| Hey KimoTech,|
How big is the files size when you create .Exe files....would be the same B3D Exe files size?
| File size? The engine is a DLL, so it depends on which compiler you use.|
If you use the Blitz Compilers, the size of the executable will remain the same.
If you in one or another way want to link the engine statically, the engine .lib and .dll is about 1MB :-)
| Any News on this? |
| Yes! :-D I've just been cleaning and organising the whole code, so it's getting easier to discover bugs, easier to read, faster code.|
I've also changed my terrain implementation to the geometry clipmaps implementation, also seen in leadwerks. It gives much better detail, more dynamic control for the height data.
I will post a screenshot soon, when i get multisampled grass working.
| Really great work, Kimo :)|
I'm yet to really play around with it, but it's looking great so far!
| But it will take a little while before you can use it with Blitz3D and BlitzPlus, as the whole engine is object oriented at the moment, and i havent written a wrapper yet, but you should properly dont have any problem with using it with BlitzMAX :)|
I've just after half a year got my terrain LOD fully working .. I've implemented geometric clipmaps for the solution, because it provides cheap, but highly detailed terrains :)
| I've just after half a year got my terrain LOD fully working |
whoa....You have high motivation to keep going and welldone.
| well, as i couldn't find a solution to a terrain-patch-cull bug, i continued on other parts on the engine, and for about 2 weeks ago, i returned to fix that bug, and now it works :)|
And again, yes it requires high motivation to fully finish a whole engine. And i've got that motivation. I havent spend one a half year on this engine without finishing it ;)
| Does the engine a website? |
| Not yet, as i don't find the engine completed enough to get its own website, but yes, the thought has striked my head ;) |
| Now you can see the new beautiful terrain renderer ;-)|
| looking good and keep going :) |
| thx. :) |
| holly flooken' WOW kimotech!!!! Your computer is amped to the max!!!!! from you signature that is |
| Well i need some power to develop some stunning DX10 effects ;-) |
| 56302 Tris, 123Fps on the picture.|
Not with the "super configuration"? I hope ... :-)
| No that is on my old desktop :) And even in debug mode :D It runs with ~600 FPS on my new configuration ..|
Don't worry, the engine is heavy optimised compared to Leadwerks :)
Actually, i'm through with porting the engine to linux right now by programming an alternative OpenGL renderer too, so the renderer-choice is yours! OpenGL, Direct3D 9, Direct3D 10 and even Direct3D 11! (only in software mode yet :-( ) :-)
In a couple of weeks i will have a website up and running for supplying news and updates all the time, including a gallery and some samples and maybe a little demo ;-)
I will also provide the documentation for the whole API, so you can study the command set while i am preparing the beta ;-)
| ..hey Kimo..so, since you already talking about beta, what is excellent, can you be more specific about release time now?? |
| any plan to write bmax mod? |
| I can't tell anything about a release dat yet, but when i finish the opengl and linux part, i will release a beta where you can try out the new engine in c++ or BlitzMax. :-)|
As i don't know if any problems or bugs are heading in my way, i cannot tell you a specific date. I hope you will understand. :)
| just wanted to know how things are going :-)|
| Any news? :) |
| i am currently working on a easy-to-use shader/material system and a Direct3D 11 renderer :) still in progress ;) |
| Now my engine is fully ported to DirectX11, which gives you the oppertunity to use the same effect (.fx) files for each D3D-version, just need to create shaders that work with the specified version. |
| woohoo!!! |
can't wait to see this baby in action :)
| I just hope this is not yet another Blitz3D modern engine that promises so much but never accually gets released. Could you make a few demos for us to download? |
| i can make a demo, but what should be in this demo? i haven't any cool 3D-models and it's only the core functionalities that has been completed. |
(lotsa stuff here, varying licenses)
| sorry, but i dont understand? do you want a demo with a teapot or a model of buddha? :) |
| I like Lucy myself, but you decide. |
| I pretty much live here. You could find something and throw it in a demo maybe. Most models are free and signing up is free, well, you probably know about. |
| I don't understand? Lucy? Huh?|
@Blitz Monkey: What do you mean you live here?
What is cool about a demo showing off a teapot model?
| You're kidding, right?|
#149 above "i haven't any cool 3D-models and it's only the core functionalities that has been completed."
Teapot is good for basic materials/lighting. Cubic/spherical env maps. More than adequate for shadows if you're there.
Lucy would be good for self-shadowing, dot3 bump at different LOD. a target for casters. AO. Just looking cool.
Static pics of a static scene could be pre-baked. Demos show off dynamic interactions. Spheres floating around casting shadows onto the teapot. Whatever.
You got animation? Otherwise pointing you to other stuff isn't productive. Support BSPs? Otherwise...
Maybe a current feature list?
And look up the teapot model- you really should know why you see it so often. It's basically a celebrity.
Its correct mathematical name is Teapotahedron.
Really now, do they not teach geometry in schools any more...
| Yes, I stand corrected.|
| Actually i have posted a few screenies in the gallery, named "KimoTech". One with a terrain and another with a soft shadowed scene with physics. |
| LOL a screenshot of physics, thats a good one :)|
/Goes to watch Avatar on the poster outside the cinima :D
| hey, come on, don't be too harsh to the guy.|
in fact he has no contract to fullfill and is not obliged to do or show anything he doesn't want to.
nevertheless i'd really fancy to see some demos, too.
kimo, i know the curse of perfectionism quite well.
so please try to overcome your concerns and publish a little demo - even if you don't consider it remarkable enough to show.
we all know your engine is work in progress, so what...
if you are looking for some models, this page might be of interest for you:
| i will try to make a little demo soon :) maybe with a vehicle driving on a terrain :) |
| great! *thumbs up* :) |
| NB: Until now, my engine requires Windows Vista or Windows 7 and at least a SM3.0 card, as my engine at the time is Direct3D 11 only. |
What do you mean you live here?
The word "here" was a link to TurboSquid.
Good luck with the engine!