Island

Community Forums/Showcase/Island

JoshK(Posted 2008) [#1]
Working with water. I already did a HL2-style implementation, and now I am trying to get something a little more turbulent.




puki(Posted 2008) [#2]
Bring it on big-boy.


maximo(Posted 2008) [#3]
if you get this working on iPhone I'll buy it :P

anyways I like what you are doing with your work, keep it up and keep us updated with nice screenshots :)

Get the water and underwater effects working and I may just be tempted to buy it


ImaginaryHuman(Posted 2008) [#4]
Nice but the water looks way too flat.


MadJack(Posted 2008) [#5]
and now I am trying to get something a little more turbulent.



ImaginaryHuman(Posted 2008) [#6]
I did not mean flat as in there are no waves, I mean flat as in it is TOTALLY still looking despite the pretend waves.


WERDNA(Posted 2008) [#7]
WOW is all that can be said.

Your work is awesome, and I look forward to what your going to do
with this.

The Mighty WERDNA(Lord Of Darkness)

P.S I haven't been on Blitz for over a week.Probably over 2 weeks.
If anyone has been wondering where I've been, simply let it be known
that I am working on a Game Collection that will eclipse all previous
games that I have made. It could well eclipse the WORLD!
BWA HA HA!


chwaga(Posted 2008) [#8]
maybe a vertex shader?


GaryV(Posted 2008) [#9]
All that is missing is a cabana and a cute island girl. It looks like a nice place to live.


Retimer(Posted 2008) [#10]
Looks awesome. If I 'had' to judge, I would say the landscape seems too smooth above grassy altitudes.

Agreed though, keep the shots and updates coming.


John Blackledge(Posted 2008) [#11]
No Werdna, we didn't wonder.

Nice one Leadworks.


Mortiis(Posted 2008) [#12]
I didn't like it. Looks a lot like shaving gel. What is that flat hexagonal shapes on the left? Underwater caustics?


WERDNA(Posted 2008) [#13]
LOL!
Nice one John.

The Mighty WERDNA(Lord Of Darkness)


Grey Alien(Posted 2008) [#14]
I thought it was neat. Better than I could do.


Blitzplotter(Posted 2008) [#15]
I like it (;-)


Chroma(Posted 2008) [#16]
Looks fabulous Josh. Awesome work.


Kryzon(Posted 2008) [#17]
Yeah, the shading works (although It could be a bit more noisy like the reflection maps in HL2), and I agree with mortiis on the "looking like gel" thingy.
It should look more like this:


The hills look good :)
I like that specular bloom (is it?), or glowy effect on their edges.


JoshK(Posted 2008) [#18]
I like that look a lot.

What is that from? Can I use the normal map for testing?


JoshK(Posted 2008) [#19]
This one uses a point specular source and gets rid of the surface texture.




plash(Posted 2008) [#20]
Why green? and it still looks like jelly..


Mortiis(Posted 2008) [#21]
Too green, it makes it look like an alien planet.

IMO you need these tones;



JoshK(Posted 2008) [#22]
What is that, Far Cry 2?

This one looks a lot better than the last:



puki(Posted 2008) [#23]
That water looks very, very nice.

I'll take it - hand it over.


Brucey(Posted 2008) [#24]
I think there must be something wrong with my eyes.

Do people really walk around seeing that fuzzy glow effect? Can anyone recommend some spectacles that give the same effect?


t3K|Mac(Posted 2008) [#25]
glow = less is more. imho.


Retimer(Posted 2008) [#26]
Man that last screenshot looks impressive.

Can I ask how long it took you to throw that together in your sandbox? Is your sandbox something that can be used to whip things together and make them look professional like that with very little work,effort,time?

In short, does the editor include materials, meshes, skyboxes (Or skyspheres), shaders, presets, etc to throw something simple together without requiring personal imports for setting up a template of a map?

And if so, I think you should add that (and other additional info about the sandbox) to your site. I can't be the only one who is most attracted by the sandbox...i'm one of the many 'editor' freaks.


Mortiis(Posted 2008) [#27]
The last one is nice. One I posted is FarCry 1.


JoshK(Posted 2008) [#28]
It's pretty easy to make terrain. I just carved out a rough shape, then applied an erosion filter, and the editor makes it look nice.






Billp(Posted 2008) [#29]
Very nice, love this version of the water


GaryV(Posted 2008) [#30]
I have to admit I snickered when I saw the player is a left-handed character. That aside, the newer shots are gorgeous.


t3K|Mac(Posted 2008) [#31]
this water looks nice. really. much better than the greenish one.


JoshK(Posted 2008) [#32]
It's just a particle emitter.

Here with wave caps:



Billp(Posted 2008) [#33]
The sunlit wave effects is a particle emitter?


WERDNA(Posted 2008) [#34]
Very impressive!

Are you planning on selling this?

and if so, how much might it cost?

The Mighty WERDNA(Lord of Darkness)


maximo(Posted 2008) [#35]
You do realize Halo that this application is realtime and would be of interest to many artist who would just love to play with it and create some realtime animations and stuff. If you do not developt it and take it to next level you are lossing big time on a potential big seller. Think Vue http://www.e-onsoftware.com/

A scene like that in your editor is real time, while in their software is 10 hours to render something that is like 5 seconds of animation. I think if you pimp up your sandbox you could have much bigger jewel then just a simple sandbox editor.

I would and many others buy your sandbox if it could do bit more and had more features, definitely :)

Keep it up and keep these screenshots comming, they talk to people and make them open their wallets! ;)


puki(Posted 2008) [#36]
"WERDNA" it is already available to buy.

http://www.leadwerks.com/index.htm

$150.00 US Dollars
circa £75.00 UK Sterling

However, it does require a SM3+ card.

Minimum Requirements:
Shader Model 3.0 GPU with 128 mb memory (GEForce 6800, ATI X1550).

Recommended Requirements:
NVidia GE Force 8800 GTS


WERDNA(Posted 2008) [#37]
Ow, expensive!

LOL, I suppose that is actually fairly cheap considering the quality
software that your getting. GameSpaceLight costs 300$ I think, and
its quite glichty. I don't think I have the cash at this time to buy your
program, but good luck in selling it.

I think you have a real jewel here.

The Mighty WERDNA(Lord Of Darkness)


Matty(Posted 2008) [#38]
It does look good, my only criticism is that the white foamy outline around the islands doesn't look quite right although I can't put my finger on it - maybe it is too thick?


puki(Posted 2008) [#39]
that the white foamy outline around the islands

It is sand. I guess it just shouldn't be around much of the rocky parts of the islands as it looks out of place, however, it is an auto-texture thingy - I don't think it is effected by the water, it is just textured that way due to the height/slope of that part of the terrain.


chwaga(Posted 2008) [#40]
looks good, but maximo, there's a HUGE difference between sandbox and VUE. This is just a simple pixel shader and the terrain is just terrain. If you really look into VUE, it's a far cry from the Sandbox, or anything that can be done with it.


maximo(Posted 2008) [#41]
yeah I know its far cry, but damn VUE has so slow rendering, even a simple scene like one small island, some watter and 2 trees takes 4-5 minutes on my machine and I have fast machine. So if someone can even get close to what VUE is able to do but do it in real time I think lots of artists would buy that application. I'd love to play and create beautiful scenes but it's impossible with VUE, I no longer have the patience required since everything takes so much time...


slenkar(Posted 2008) [#42]
it looks great

why do the trees have bright white things in 'em it doesnt look right for a tropical island


maximo(Posted 2008) [#43]
because it has been snowing lately :P


JoshK(Posted 2008) [#44]
The trees are placeholders. The real foliage is being made now.


maximo(Posted 2008) [#45]
Make this sandbox even better tool and I will buy it just to play around with it ;)


Kryzon(Posted 2008) [#46]
The last ones are really nice! you really did it with the tones and the specular map.
Makes me wanna drink from that water.


puki(Posted 2008) [#47]
Please be aware that you can do a lot more than just make islands and stuff - Leadwerks Engine is a total Larging solution that comes with the SandBox Editor:

Lighting
Leadwerks Engine 2.0 features a unified lighting system with dynamic soft shadows. There is no limit to the depth and complexity of lighting interactions. Lamps can be knocked over, lights can be turned on and off at will, and dynamic day/night cycles can be used to render real-time sunsets and weather changes. Using a dynamic lighting system removes the need for any pre-processing or compiling; scenes can be edited in real-time, and the results are instantly visualized, significantly streamlining the development process.

High-Definition Terrain
Render enormous landscapes up to 33 million triangles with efficient world management and LOD. Even the largest terrains can be edited in real-time with instant shadow updating. Mesh layers allow rendering of millions of vegetation instances. Paint texture layers onto the terrain or morph the terrain in real-time.

Advanced Materials and Shaders System
An open-ended materials and shader system allows the artist to define materials and create new effects, while relying on established lighting and rendering code. Advanced effects like parallax bump mapping are possible, as well as normal mapping with specular reflection. With the expandable shader system, there is no limit to the effects possible.

Skeletal Animation System
Leadwerks Engine 2.0 supports bone animation with hardware-optimized skinning, for efficient rendering of dozens of animated characters. Attach weapons or items to character bones, or add physics bodies to simulate locational damage. Animations can be blended with animations, programmed movements, or even physics interactions, as with ragdolls.

Render Buffers and Post-Processing Effects
Render to any OpenGL graphics context or directly to texture-based render buffers. Render buffers can be drawn onscreen with shader effects to visualize bloom, depth-of-field, motion blur, and other post-processing effects.


Rendering

* Unified per-pixel lighting system with dynamic soft shadows; Every object casts and receives shadows.
* Point, spot, and directional lights.
* Masked shadows for tree and plant effects.
* Specular reflection and normal mapping.
* Parallax mapping.
* Fast instanced mesh rendering.
* Dynamic visibility determination, requiring no pre-placed portals or compiling.
* Hardware skinning for fast animation.
* Bloom, depth-of-field, motion blur, and other post-processing effects.
* Fast hardware particle effects.
* Seamless transitions between indoor and outdoor areas.
* Adjustable rendering viewports.
* Support for ambient occlusion maps.
* Render to any graphics context to create Windowed applications and tools.
* Render to texture.
* Lens flare effects.
* Dynamic shader management chooses from thousands of variations and compiles requested shaders on-the-fly.
* Open-ended materials and shader system.
* Use existing shaders or add your own.
* Optimized rendering pathways for Shader Model 4.0, with render fallbacks for older hardware.
* Features can be scaled to accommodate older hardware.
* Load textures from .dds, .png, .tga, .bmp, and .jpg files.


Meshes

* Load .obj, .md3, and .gmf meshes, or create meshes from scratch.
* Support for animated meshes with fast hardware skinning.
* Create box, cylinder, sphere, cone, and plane primitives.
* Support for arbitrary number of LOD versions.
* Fast mesh rendering using GPU instancing, if available.


Terrain

* Huge landscapes with up to 33 million triangles.
* Dynamic lighting and self-shadowing terrain allow day/night cycles and weather effects.
* Modify terrain in real time.
* Vegetation layers can simulate millions of plants.
* Alpha-blended tiling terrain.


Animation

* Hardware skinning for fast animation.
* Blend animations, or mix hard-coded actions or physics with animation.
* Attach weapons or items to animated limbs.
* Attach physics bodies to limbs for animated collision and locational damage.


Physics

* Support for multi-core CPU acceleration.
* Simulate thousands of rigid bodies.
* Create complex machines with ball, hinge, corkscrew, slider, universal, and fixed joints.
* Physics vehicles with any number and configuration of tires. (In progress)
* Extremely fast solver, with far greater stability than any other physics engine on the market.
* Collisions with polygon meshes, convex hulls, boxes, cylinders, cones, spheres, chamfer cylinders, and capsules, or compound collisions made up of any combination thereof.
* Player controller simulates player movement while participating in complex physics interactions. (In progress)
* Customizable collision system with support for any number and scheme of collision types and interactions.
* Powered by Newton Archimedes®.


Audio

* 3D sound positioning, spatialization, and attenuation.
* Load .wav and .ogg audio files.
* EAX audio effects like reverb simulate different acoustic environments.
* Seamless sound looping.


Programming

* DLL version can be used with virtually any programming language.
* Scripted engine requires no external language.
* Programmable in BlitzMax with a BMX module.
* Procedural interface allows full access to all features while maintaining a simple and straightforward API.
* Headers available for C++, C#, VB, and other languages.
* Abstract file system with no pre-defined folder structure.
* Load files from .zip packages directly into memory.
* Automatic caching and instancing of media files.


All terribly exciting.


JoshK(Posted 2008) [#48]
Still very WIP. Rich DiGiovanni is doing all the plants. Normal maps are not done yet.



plash(Posted 2008) [#49]
Plants look too flat. Why is the gun on the most un-logical side of the screen?


Warpy(Posted 2008) [#50]
Because left-handed people are better people.


GaryV(Posted 2008) [#51]
If you expect people to take it seriously, you need to lose the left-handed character. It will have a negative promotional value. Catering to 7%-10% of the population is not a good marketing strategy. Most people will just do what I did when I first saw the shots and laugh.

With the quality and capabilities of this engine, I do not see why people are waiting for Max3D. Does anybody really expect Max3D to touch this? To me this looks like a very high-end engine, but I am not much on 3D.


Gnu(Posted 2008) [#52]
You guys need to get a life. The shots look awesome! The normal maps are going to put this over the top. As for the gun, there are left handed humans. I've read about them on the interweb.

Gnu


Retimer(Posted 2008) [#53]
Does anybody really expect Max3D to touch this?

rofl. Would you really be surprised if people believed it?

If you expect people to take it seriously, you need to lose the left-handed character.


My OCD kicks in a bit with the left hand model, but normally I don't judge products that ridiculously. It almost seems prejudice to be so 'offended' (?) by it.

Catering to 7%-10% of the population is not a good marketing strategy.

Leadwerks, can you please make the models arm asian-skin colored, because that would be catering to a bigger population. It seems so foolish to have a white-mans arm as the model. Without these changes, your engine will never be what it could! ...lol

Excellent new shot. What are the specs for the machine you took that shot on? I am looking forward to getting LE when I do my next build, but I don't want performance anything under that frame rate for obvious development purposes. Would be nice to set a minimum standard for myself on parts to look into based on your engine. I could give 2 ***** about crysis performance.


Kryzon(Posted 2008) [#54]
rofl. Would you really be surprised if people believed it?

I didn't get what you mean. Is Max3D really having similiar features this engine has?

Yeah, about the arm, it just kinda feels strange because I'm so used to be playing Right-Handed FPSs. It doesn't really make the picture bad, just...strange. I think it would look more appealing if it were right handed.

EDIT: And you could try to dim out the Bloom a bit, make it a bit more realistic.


(and yes, I'm right handed too)


chwaga(Posted 2008) [#55]
I agree. Bloom should be less powerful, and IMO the person should be right handed. The oddness of the left-handed FPS distracts from the scene.


Picklesworth(Posted 2008) [#56]
Just put the gun in the centre like Wolfenstein. Then everyone's happy!

I see god rays in that bloomy screenshot. Are they automagic, procedural god rays?


ImaginaryHuman(Posted 2008) [#57]
I think your water effect is coming along. However I think your hilights are too `sharp`, which in part I know is due to no antialiasing, but also perhaps too white and not sparkly enough. When you see the sun reflecting off a piece of a wave it's a very bright `spot` because it's a mini version of the sun, with some glow and probably would look better high-dynamic-range too. Also the color of your water, is a lot better, but not quite there. The water doesn't look deep enough perhaps due to the paleness of it. Not sure I like your wave crests thing either, looks blotchy.


JoshK(Posted 2008) [#58]
Yeah, the light shafts just work everywhere automatically.

This is taken on an 8800 GTS. There is a lot more to the scene than the small area you can see here. It's hard to get a clear shot because everywhere I look there are trees in my face.

I can still speed it up more, but I am pretty happy with the performance. It's a lot more impressive when you are walking around, and you can see just how many trees there are.


Retimer(Posted 2008) [#59]
A lot of these shots could simply be the settings he uses in his code, rather then his engine. I haven't actually looked around for source examples, but that would be my guess, that the settings used in the shots don't represent the flexibility of the engine.

I didn't get what you mean. Is Max3D really having similiar features this engine has?


It's one person working on Max3d, who doesn't seem very motivated or 1/10 as upbeat or responsive. I have no doubts Max3D will be a nice engine to 'play' with (by the simplicity of it, ofcourse), but in realism, I don't think marks incompetence towards dedication (He seems, as it has been said before, to be losing his motivation); the kind that Leadwerks is showing, in order to provide such a product to meet current technology.

Leadwerks (and other engines) have already been released and are very well capable. A new engine, being developed by one 'seemingly' unmotivated individual, that looks hardly close to a featureful release any time soon, is not going to catch up or come close to the capability of an engine like this, or others of similar quality.

I would choose this engine over TV3D (which I already have a license to), or max3d, because by evidence it would seem that updates will exist more then once a year, and in bigger quantities & value. And you can't beat the price.

As for the "Max3D is geared towards lower end specs, and cross-platform" argument: minib3d, and several others already floating around.

No real point in comparing the 2 anyways, as one isn't even released yet.


chwaga(Posted 2008) [#60]
we demand a demo!


plash(Posted 2008) [#61]
The only problem with LE its only for high-end cards. And NVidia cards are the only ones that look that good.


GaryV(Posted 2008) [#62]
but normally I don't judge products that ridiculously. It almost seems prejudice to be so 'offended' (?) by it.
Not really. It is just reality. The vast majority of people are right-handed. They are not going to magically be able to shoot left-handed in a game when the FPS industry has been built to cater to right-handed people.


Sledge(Posted 2008) [#63]
The vast majority of people are right-handed. They are not going to magically be able to shoot left-handed in a game

You don't have to hold the mouse in your left hand just because the on-screen gun is on the left! "Shoot left-handed"! Amazing!


GaryV(Posted 2008) [#64]
You don't have to hold the mouse in your left hand just because the on-screen gun is on the left!
LOL, you missed the point. I am guessing you have never fired a real weapon? Nobody mentioned the mouse.

I am referring to perspective. Somebody who shoots right-handed is not going to pick up a rifle and suddenly shoot left-handed and be able to have any accuracy.


*(Posted 2008) [#65]
what about a vid of it so we can see it in action :D


Mortiis(Posted 2008) [#66]
I am referring to perspective. Somebody who shoots right-handed is not going to pick up a rifle and suddenly shoot left-handed and be able to have any accuracy.


Is it so important? He can always add an option to hold the gun left or right handed like in Farcry and Soldier of Fortune. I think it is just a tech demo not a game anyway.


GaryV(Posted 2008) [#67]
Is it so important?
Based on the number who have posted in this thread that it looks weird or odd, I would say yes. Screenshots of an engine is what a potential customer would first see.


Picklesworth(Posted 2008) [#68]
Not really. It is just reality. The vast majority of people are right-handed. They are not going to magically be able to shoot left-handed in a game when the FPS industry has been built to cater to right-handed people.

Counterstrike? Anyone?


Retimer(Posted 2008) [#69]
Not really. It is just reality. The vast majority of people are right-handed. They are not going to magically be able to shoot left-handed in a game when the FPS industry has been built to cater to right-handed people.


As CS was mentioned...it's not so difficult to mirror a model.

It's also a screenshot! Not a commercial fps you have been looking forward to playing for all these years. Screenshot...screenshot..ok, you are coming out of it now.

Here:


Can we move on to real issues?


Mortiis(Posted 2008) [#70]
Screenshots of an engine is what a potential customer would first see.


The side weapon positioned at doesn't project the quality of the engine.


chwaga(Posted 2008) [#71]
why not just remove the hands/gun entirely?


Sledge(Posted 2008) [#72]
LOL, you missed the point. I am guessing you have never fired a real weapon? Nobody mentioned the mouse.
I thought I must have -- didn't half make me laugh though! Anyway, as vidgames have already taught us, people can easily dual-wield chain-guns so I don't know what the problem is.


xlsior(Posted 2008) [#73]
The side weapon positioned at doesn't project the quality of the engine.


True, but it can instill a subconscious feeling that the image looks 'wrong', which does detract from the quality of the game.


chwaga(Posted 2008) [#74]
agreed.


QUICK, JOSH, POST SOMETHING AWESOME AND GET THIS THREAD BACK ON TRACK!!


GaryV(Posted 2008) [#75]
Indeed.


JoshK(Posted 2008) [#76]
HNPhan improved my motion blur code. I did something that produced a big performance boost. I forgot what.



plash(Posted 2008) [#77]
Center of screen looks pixelated.
Loose the left handed gun!


JoshK(Posted 2008) [#78]
Shut up.


(tu) sinu(Posted 2008) [#79]
Wow, unbelievable how people take notice of the smallest things because they can't nitpick at much else.

The engine looks great and will possibly be a future purchase when the need arises.

Somethings i've noticed over the years with josh:-
1) He's very talented - how else could he pull of what he's been doing for so long and is only going to get better.
2) He has a huge ego - which is good because he wants his stuff to be the best and also tries to prove the critics wrong!!
3) loves the latest features and technologies - as his work shows.
4) loves what he's doing - which means he will keep doing it.
5) likes to show it all off - meaning we get news about whats going on, on a REGULAR basis!!

Keep up the good work. Glad you know what amounts of money can be made with the right goals and effort.


Retimer(Posted 2008) [#80]
Center of screen looks pixelated.

It's a compressed Jpeg

Ontopic:

The motion blur in that picture kind of looks like more FoV over motion blur, unless you have a mix going based on velocity, which would be pretty damn cool too.


maximo(Posted 2008) [#81]
post more screens above the vegetation so we can judge it better


Mortiis(Posted 2008) [#82]
Shut up.


Great(!) attitude Leadwerks. Weird no one looks offended here.


chwaga(Posted 2008) [#83]
nice, but the motion blur looks exxagurated. Is it vector-based, or just fake?


Picklesworth(Posted 2008) [#84]
Kind of hard to appreciate the blur with that screenshot; it just looks like it's been jpeged a hundred times. Obviously quite hard to demonstrate motion blur without motion, but maybe a shot of a moving object while the camera is stationary would show it off better?

And no one is offended, Mortiis, because they are generally on the side of Josh here; this is not about a first person shooter game, but a graphics engine! Thus, I too agree that this discussion about left-handed guns shut itself upward. Further, I guess that Josh is left handed. If so, hooray! Another lefty :)
The left handed gun is beneficial in a graphics tech demo since the workings of the gun tend to be more visible on its right side, particularly the motion of shell casings after firing. (Thus, if it's on the right side of the screen, there is less of it to be seen)
Finally, this is unlikely to be changing now because a parade of sinistrophobics have gone and added principle to the "debate".


maximo(Posted 2008) [#85]
Great(!) attitude Leadwerks.


Joshua is know for such comments and not being able to ignore them and control him self like a professional he should be.

But anyways his work is really good I hope it goes well for him and he continues to work on Leadwerks products, right now it looks good and it can only get better.


Beaker(Posted 2008) [#86]
Where do I get a demo showing off the engine? I'd like to see some enclosed spaces and lighting.


HNPhan(Posted 2008) [#87]
Its actually a camera blur, it goes according to the rotation of the camera and position.

I have yet to try coding object motion blur, its also harder


plash(Posted 2008) [#88]
Shut up.
Keke, typical halo.


GaryV(Posted 2008) [#89]
Shut up.
Keke, typical halo.
It was better before he edited it, it was "Eat S**t", LOL.


puki(Posted 2008) [#90]
People should remember that Leadwerks Engine is also my adopted engine and I will punish and lesson those who slate my engine.


Kryzon(Posted 2008) [#91]
If I may ask so, is this the Motion Blur shader you are using:
http://developer.nvidia.com/docs/IO/8230/GDC2003_OpenGLShaderTricks.pdf

is it? IS IT?!

Or perhaps this:
http://msdn.microsoft.com/en-us/library/bb147267(VS.85).aspx

Maybe even this one:
http://www.dtc.umn.edu/~ashesh/our_papers/motion-blur.pdf

If its one of those, I'll definately buy your engine.


JoshK(Posted 2008) [#92]
It's a full-screen blur based on camera velocity and omega, like Crysis uses. Those per-object blurs are more advanced, but do not work well in a real game. For example, uploading the last rendered matrix would cut the maximum batch size in half, double the matrix bandwidth, and cut the maximum number of bones in half.

In version 2.2 we can probably do something like that, because OpenGL3 hardware will be a requirement.


Kryzon(Posted 2008) [#93]
Lead, you got any videos of motion blur in-game footage?


clownhunter(Posted 2008) [#94]
These screen shots are really impressive. I might have to start saving up my money so I can get this.

I also happen to like it being left handed in the screen shots, although I really didn't notice until someone pointed it out. I do play counter strike left handed though. ^_^


Zeotrope(Posted 2008) [#95]
Hey Mortiis....not sure ...but do you have both your arms?

Great work Leadwerks....I am truly humbled by what you have created in Blitz! This is the stuff that keeps our hobbies alive! Long live B3d!

DEMO PLEASE!


Mortiis(Posted 2008) [#96]
Hey Mortiis....not sure ...but do you have both your arms?


What? Yes I am not crippled why?


Kryzon(Posted 2008) [#97]
I am truly humbled by what you have created in Blitz!

He didn't create it in Blitz3D, mind you. It's his [EDIT]OpenGL engine wrapped into it.


Naughty Alien(Posted 2008) [#98]
..far as I know, its done in Bmax, and regarding DX9 stuff i have no idea..


HNPhan(Posted 2008) [#99]
its not DX 9.0 its OpenGL


Gabriel(Posted 2008) [#100]
So are these water droplets a built-in effect?


maximo(Posted 2008) [#101]
Its time for some new screenshots I think! It's in order, no? ;) Suprise us!


JoshK(Posted 2008) [#102]
It's nearly ready. Rich DiGiovanni made some nice foliage.



HNPhan(Posted 2008) [#103]
@Gabriel
Its not built in and I gave it for free for LE 2.1.


Gabriel(Posted 2008) [#104]
Ah, got it now, thanks. I was looking in the wrong forum ( shaders instead of showcase. )


Jerome Squalor(Posted 2008) [#105]
man this is just plain amazing. it looks like something modeled for some detailed cg thingy. absolutely beautiful.


maximo(Posted 2008) [#106]
yeah it looks very nice, I wish you put some warmer color into that scene and bring out a sun a little bit, it feels like we are in London or somewhere where is cloudy rainy etc. You've got there a tropical island, so bring some heat to it, a volcano showing of particle system would be good and some hotter colors, sun and cool shadows would lift this scene to the next level and you want that cos that sells your software, you know that :)


maximo(Posted 2008) [#107]
Also if you dont mind changing the stone texture to something else, this one looks like a iron instead of stones. Use brighter wither stones with more detail in them, it will open up the scene and make it better :)

Anyways your tech is really good and if that can run in real time you got a tool that many artists would like to experiment with just to create interesting scenery in real time! :)


Naughty Alien(Posted 2008) [#108]
..shadows over every single plant and grass units are real time?


chwaga(Posted 2008) [#109]
the atmosphere should be more yellow/orange, at the moment it looks a bit like ohio, nice and dismal.

Naughty Alien->welcome to shaders and GPU acceleration.


Naughty Alien(Posted 2008) [#110]
@Chwaga

You nuts or something? Im asking for this particular sample, not for sake of been surprised by something I already saw and play with in other engines i have such as S2..


taumel(Posted 2008) [#111]
The funny thing about this is that it seems that there has established a new kind of 3d engines which provide features for setting up islands and landscapes in an easy way. Depending on the product this can go so far that others, in a more general sense, more serious 3d functions are hold back because landscape functions are priority one.

I'm not sure who started all this, if the desires came from the users who also wanted to do a Far Cry game or the developers how also wanted to write a Far Cry like engine. Maybe the excitement jumped from one to each other and it just evolved. Anyway this sort of engines so far brew two different kind of apps/games.

Type A are those projects which likely never seeing the light of day. It's really amazing seeing some users on the Unity forum investing huge amount of time into just the visual aspect and tweaking their trees, textures, landscape and so on. Some of them look very beautiful but i still haven't seen one filled with some gameplay or a gameplay which suits to that visuals.

Type B are those games which mostly don't use any of these options and just focus on he gameplay. They are also those which get done first.

Some seem to prefer experimenting with games and some just enjoy building virtual environments were they can walk through. Of course there always are exceptions and a type C were all comes together nicely and i'm confident that the more serious ones will go their way but so far i've mainly seen A and B.

By the way are there no artists using this engine? It really would help a lot if the scenes wouldn't always look like some bad coder art. There are island demos made with the basic Unity Indie which look a lot better than the pictures provided in this thread, i'm not talking about the technical side.


maximo(Posted 2008) [#112]
better make the next update visually kick ass, change the textures as suggested these are not really that good, I get a "flat" feeling when looking at the island with textures you slapped on it. Make them more brither, it's a tropical island, bring in more sun and more light and more contrast, I think you have little contrast in that scene to make it visually interesting, perhaps that is why it appears "flat" to me :)


Sweenie(Posted 2008) [#113]
Looks great. :)

Would it be possible to set vertex colors on the plants, like darker green at the bottom of the plant and brighter at the top?
It think that would make the plants look a little less flat.


ImaginaryHuman(Posted 2008) [#114]
Latest screenie looks nice except the colors, the sky is white?! Sky is never white, too much bloom effect makes it look like some wierd encroaching fog. Sky should be blue or colored clouds, not a washout of white. I like your trees but your bushes and other foliage is a bit murky.


JoshK(Posted 2008) [#115]
One of my goals for this engine has been to design a system that handles both indoor and outdoor rendering equally well, using the same methods.


Kryzon(Posted 2008) [#116]
Heya do you intend on implementing Percentage Closer Filtering for the shadows?


Naughty Alien(Posted 2008) [#117]
Is there any limit, regarding number of objects casting/receiving shadows at same time, or limit related to poly count of caster receiver? For example is it better to have whole level(static geometry never chenged during gameplay) as a one big chunk or as a bunch of small objects? Occlusion wise, is it done automatically or there are some commands for it? If level is one big chunk, parts not bisible are occluded better than if level is bunch of small objects?