Engine demo 2
Community Forums/Showcase/Engine demo 2
| ||
space - toggle materials b - draw brush outlines and entity guides x - disable stencil shadows s - show shadow volumes l - toggle dynamic light http://www.leadwerks.com/files/enginedemo2.zip The stencil shadows will disappear if you enter the shadow volume - will be fixed. There is also a slow memory leak. |
| ||
Nice, I like the dynamic light! |
| ||
Nice as always! |
| ||
You got a memory leak, the memory increases all the time. Crashes on exit. |
| ||
Thank you. I have been getting an error on exit as well. As for the mem leak, it's just due to my lack of complete understanding of Blitz's mem management, and will be fixed shortly. |
| ||
What blitz does this use? Nice stuff so far. |
| ||
max |
| ||
no errors on exit here... yes, it does look real nice... question about the grating and the bricks... are those just decent textures,a re are you doing something akin to dot3 stuff ? also... is there gonna be a direct tie in to 3DWS one more thing, would ya stop teasing us and get this puppy out the door :) --Mike |
| ||
No normal mapping in this demo. The engine directly loads 3D World Studio files. I am doing this right from the ground up. The command set is really powerful, with a lot of real-time intersection stuff and smart updating of objects. For example, the PointVisible() command accepts an optional parameter that indicates whether the routine should test the line-of-sight with brushes, meshes, and/or terrain. It will first test brushes, since they are more likely to cause a hit. Meshes are tested against only if their bounding box intersects the line-of-sight. Dynamic lights can be created and deleted on-the-fly, with optional styles like strobe, flicker, pulse, etc. If the light stays still and the objects that get lit stay still, the shadow volumes only need to be calculated once. Of course, if either the light or object moves, the shadow volumes are recalculated automatically. |
| ||
Sounds good. Now upgrade to "Leadwerks Industries" |
| ||
so, when you expecting engine to be done?? If any date is available?? And what price will be?? |
| ||
I'm not going to try to guess at the date yet. It won't be priced as an "indy" product, but it will probably start off less expensive and go up in price. |
| ||
Looking good, Josh. Exit error here too, though. |
| ||
No errors here. looking great josh.. |
| ||
No errors. Looking great. But why no camera collisions? I always find that collisions cause a loss of fps, so should always be enabled to get a truer picture. |
| ||
Fails to launch on my Sony TX2 laptop. I get a black screen with 'Loading' message then the program closes. Log: Sony VGN-TX2HP Specs: --------------------------------- WinXP Pro, 1.1Ghz, 512MB DDR, Intel 915GM 128MB (Shared) |
| ||
not indy priced ? oh dam are we going to have to get a bank load or is this going to compete with torque shader engine? Ive torque SE EA and anything you make has tobe better, im begining to hate it! Will there be a limited version for people to test before spending the cash? Pete |
| ||
Looks like the FreeImage library is failing to initialize on your machine. Pete, I believe I can compete with the Torque Shader Engine, as well as more advanced 3D engines already on the market. There's a lot of optimizations going on under-the-hood that other engines omit. If I can make it work, I will provide a two-tier licensing system, so that small developers can access the engine. I still have to finish lighting, materials, physics, animation, and sound. However, I have the resources to finish this, and the right people to market it. |
| ||
Screenies please! |
| ||
doesnt work at all at my laptop. blackscreen "loading..." and back to desktop. same chipset as jim brown. |
| ||
works great on my laptop - dell latitude d800, 1.4 GHz, GForce4, 4200 Go. |
| ||
works great on my pc... log: [91816] Initializing engine... [91836] OpenGL version 2.0.1 [91836] OpenGL vendor: NVIDIA Corporation [91836] OpenGL render device: GeForce FX 5500/AGP/SSE/3DNOW! [91836] OpenGL extensions supported: [91836] GL_ARB_texture_non_power_of_two = 0 [91836] GL_EXT_texture_filter_anisotropic = 1 [91836] GL_ARB_texture_compression = 1 [91836] WGL_ARB_multisample = 1 [91836] wglSwapIntervalEXT = 1 [91836] GL_ARB_multitexture = 1 [91836] Max texture size: 4096 [91836] Max cubemap size: 4096 [91836] Max texture units: 4 [91836] Max multisample: 16 [91836] Max anisotropy: 8 [91836] Max clip planes: 6 [91836] Max lights: 8 [91836] Loading materials... [91836] Loading models... [91836] Engine initialized successfully [91839] Loading world "test"... [91839] Loading model "C:/Documents and Settings/markdeaton/Desktop/Models/warehouse/barrel.smf"... [91840] Loading model "C:/Documents and Settings/markdeaton/Desktop/Models/warehouse/wh_boxclosed1.smf"... [91842] Loading entity "light"... [91842] Starting main loop... [91856] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\ldd\trim8_bot.stf"... [91856] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\warehouse\GRASS_0082.tga"... [91856] Initializing FreeImage library... [91859] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\ldd\trim8_top.stf"... [91859] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\ldd\wall8window.stf"... [91860] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\ldd\trim5_bot.stf"... [91861] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\ldd\wall4_bot.stf"... [91862] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\ldd\wall4_top.stf"... [91863] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\sfx\gradient.bmp"... [91864] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\urban\BarrelA.bmp"... [91864] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\warehouse\wh_box1.stf"... [91926] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\env\day_ft.jpg"... [91927] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\env\day_bk.jpg"... [91929] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\env\day_lf.jpg"... [91930] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\env\day_rt.jpg"... [91932] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\env\day_up.jpg"... [91933] Loading texture "C:\Documents and Settings\markdeaton\Desktop\Materials\env\day_dn.jpg"... [92911] Closing program... |
| ||
Looks pretty good so far. Good luck getting it done. I suppose we'll see if you can compete with TSE. People complain about Torque often times but it's a pretty sweet piece of work you just have to know how to use it. |
| ||
Looks really nice :-) The only thing I think is a little missleading is the "can compete with TSE" which it definitely can't. TSE has, thanks to its TGE roots stuff your engine does not even have in at all (scriptability of the full world, editors for everything and even more, still one of the by far best network codes for online games I've seen so far). And it seems to be fixed to OpenGL so no usefull fallback solution at all (half of all systems will need to run on DX after all as their OpenGL drivers are not OpenGL 2 compatible or optimized) ... So its "compete" is restricted to the potential visual output ... |
| ||
Worked fine on my work PC (AMD FX-55 / GF7800GTX). Shadows were pretty faint throigh, missed them at first. Also skybox has very visible black seams. |
| ||
Doesn't do anything [4429737] Initializing engine... [4429738] OpenGL version 1.3.0 - Build 4.14.10.4396 [4429738] OpenGL vendor: Intel [4429738] OpenGL render device: Intel 865G [4429738] OpenGL extensions supported: [4429738] GL_ARB_texture_non_power_of_two = 0 [4429738] GL_EXT_texture_filter_anisotropic = 1 [4429738] GL_ARB_texture_compression = 1 [4429738] WGL_ARB_multisample = 0 [4429738] wglSwapIntervalEXT = 1 [4429738] GL_ARB_multitexture = 1 [4429738] Max texture size: 2048 [4429738] Max cubemap size: 1024 [4429738] Max texture units: 4 [4429738] Max multisample: 0 [4429738] Max anisotropy: 2 [4429738] Max clip planes: 6 [4429738] Max lights: 16 [4429738] Loading materials... [4429738] Loading models... [4429738] Engine initialized successfully [4429738] Loading world "test"... [4429738] Loading model "C:/aaaaa1/Models/warehouse/barrel.smf"... [4429739] Loading model "C:/aaaaa1/Models/warehouse/wh_boxclosed1.smf"... [4429741] Loading entity "light"... [4429741] Starting main loop... [4429741] Loading texture "C:\aaaaa1\Materials\ldd\trim8_bot.stf"... [4429743] Loading texture "C:\aaaaa1\Materials\warehouse\GRASS_0082.tga"... [4429743] Initializing FreeImage library... [4429744] Closing program... |
| ||
Works nice here on my nVidia GF4 440mx. |
| ||
It rocks on my Radeaon X800 Series. geting 333 fps. other thing. and it crashed after i quited.. thoe Oblivion crashes then me play it :) but sens O is fun.. it dosent matter.. |
| ||
i get 333 fps on my 9800 pro, so i guess its just topped out at 333 fps. i get a crash on exit too Pete |