2. The "World" from this video is a random room made by me. The model of the monster that appear in some videos is an md5 model for test only, i dont make him.
3. The second option. :D
4. ArkadOb is an actual proyect. Is an Arkanoid Clone with physics and dynamic lights (The ball is a light). Is very spectacular, visually, but is more a "test" than a "game". :D
Naaaa sos buenisimo!... La fisica la hiciste vos???... Porque ando buscando un tutorial de "Oriented Bounding Box", pero no encuentro ninguno bien explicado
La fisica de los Cubos en este video esta hecha por mi, pero el motor hoy por hoy usa NGD para la física. Intenté reinventar la rueda pero los Ragdolls con sus constraints me hicieron desistir.
Sobre las Oriented Bounding Box (OOBB): Buscá cualquier tutorial de Bounding Box o Bounding Volume, ya que las llamadas "Object Oriented bounding box" son enrealidad Bounding Boxes comunes que les ponen la palabra "Oriented" para diferenciarlas de las axis-aligned bounding box (AABB).
OK... Otra pregunta, si no es molestia... Los shaders los creaste vos???, son muy buenos, parecen de un engine comercial... O usaste alguna libreria de Nvidia???
No es molestia. Un gusto responder este tipo de preguntas. :D
Respondiendo: Son mios absolutamente, no uso nada para hacer los shaders, solo el bloc de notas.
Quedaron lindos, si, pero ojo que son bastante asesinos para la GPU. El shader de Parallax Mapping, por ejemplo, lo tengo que optimizar ya que esta bastante cargado. Hay cuellos de botella en ciertos casos.
Points Lighs; with the actual power of PC's, the real simulation of light is very very far away. Only Raytracers obtain "Physically Real Lighting". But, there exist a technic called "Soft Shadows", the only differences with the technic in this video is the edges of the shadows; in "Soft Shadows" technic, the edges are blured for "fake" the real shadows form. But there is point light too.
With the latest realtime raytracing rendering tech. The most successful example is the Modified Quake 4 (by Intel). it is rendered thru tracing 3.2M rays per frame to build a beautiful result.
Techonically speaking, object light is nothing hard for a raytrace system. as long as the engine is raytracing based, achieving realtime object light simulation is feasible.
The soft shadow mimics the penumbra efx which can be done by an improved raytracer algorithm. Raytracer is...
... Raytracer is not necessarily a "Physically realistic lighting". It is just one aspect of a sophisticated shading system. Other "Phys-lighting" tech lies on the surface shading(not those simplified blinn or phong version) and micro envir interactions.
In the universe, the light is ray based, so, a simulation make by rays refracted and reflexed is the more closer result.
Anyway, in the Quake4 engine modified; is imposible to create a mirror reflex a spotlight, because the raytracer technic is very optimized in this case, and in a REALTIME engine we need speed.
Realtime lighting with full phisically accurate is imposible. The light is a very complicated physical phenome to simulate in realtime with the actual power.
When's this going up for download/beta?
kinkinkijkin 10 months ago
@kinkinkijkin I don't know, at the moment my focus is on DefleMask tracker, you know that. :D
DeLe1000 10 months ago
@DeLe1000 k, just being impatiently patient.
kinkinkijkin 10 months ago
It's cool men!
sharavsambuu 1 year ago
Who is developer?
hyp3rvirus 2 years ago
Me. :)
DeLe1000 2 years ago
mmm.. I think it more than wonderful :)
1. How long was you making it?
2. I suppose graphic design by other man or exclusively yours with coding and etc? Anyway respect and deep bow.
3. Is it commercial realization or like practice with 3D technologies?
4. Which games are being developed on your Engine now or will be developed in future?
5 and finally, what country do you represent?
hyp3rvirus 2 years ago
1. Mmmm, almost 3 years, i think. :)
2. The "World" from this video is a random room made by me. The model of the monster that appear in some videos is an md5 model for test only, i dont make him.
3. The second option. :D
4. ArkadOb is an actual proyect. Is an Arkanoid Clone with physics and dynamic lights (The ball is a light). Is very spectacular, visually, but is more a "test" than a "game". :D
5. Argentine.
Sorry for my bad english, and thanks!. :-)
DeLe1000 2 years ago
Cool.
I think your engine is ideal solution for First Person Shooter. Where you had stopped physics, it reminded me "Time Shift" gameplay. Nice feature.
If you will ask help of 3D artist, you can make really perfect game.
hyp3rvirus 2 years ago
Naaaa sos buenisimo!... La fisica la hiciste vos???... Porque ando buscando un tutorial de "Oriented Bounding Box", pero no encuentro ninguno bien explicado
ChisponGroxo 2 years ago
La fisica de los Cubos en este video esta hecha por mi, pero el motor hoy por hoy usa NGD para la física. Intenté reinventar la rueda pero los Ragdolls con sus constraints me hicieron desistir.
Sobre las Oriented Bounding Box (OOBB): Buscá cualquier tutorial de Bounding Box o Bounding Volume, ya que las llamadas "Object Oriented bounding box" son enrealidad Bounding Boxes comunes que les ponen la palabra "Oriented" para diferenciarlas de las axis-aligned bounding box (AABB).
Un saludo.
DeLe1000 2 years ago
OK... Otra pregunta, si no es molestia... Los shaders los creaste vos???, son muy buenos, parecen de un engine comercial... O usaste alguna libreria de Nvidia???
ChisponGroxo 2 years ago
No es molestia. Un gusto responder este tipo de preguntas. :D
Respondiendo: Son mios absolutamente, no uso nada para hacer los shaders, solo el bloc de notas.
Quedaron lindos, si, pero ojo que son bastante asesinos para la GPU. El shader de Parallax Mapping, por ejemplo, lo tengo que optimizar ya que esta bastante cargado. Hay cuellos de botella en ciertos casos.
Un saludo!.
DeLe1000 2 years ago
Este es el segundo ejemplo de Ogre, a mi no me jodan :P
jaja.
Muy bueno man.
shuank 3 years ago
Jajajajajjjaj!.
Saludos Juan!.
DeLe1000 3 years ago
Que hdp.
¿Todo esto lo aprendiste en Exactas-UBA o por tu cuenta?
D3mi4n 3 years ago
Absolutamente todo por mi cuenta.
Te mando un saludo y gracias por tu comment. :D
DeLe1000 3 years ago
Are they real object lights or just simulated using point light??
DeXtmL 3 years ago
Points Lighs; with the actual power of PC's, the real simulation of light is very very far away. Only Raytracers obtain "Physically Real Lighting". But, there exist a technic called "Soft Shadows", the only differences with the technic in this video is the edges of the shadows; in "Soft Shadows" technic, the edges are blured for "fake" the real shadows form. But there is point light too.
DeLe1000 3 years ago
i dont think so.
With the latest realtime raytracing rendering tech. The most successful example is the Modified Quake 4 (by Intel). it is rendered thru tracing 3.2M rays per frame to build a beautiful result.
Techonically speaking, object light is nothing hard for a raytrace system. as long as the engine is raytracing based, achieving realtime object light simulation is feasible.
The soft shadow mimics the penumbra efx which can be done by an improved raytracer algorithm. Raytracer is...
DeXtmL 3 years ago
... Raytracer is not necessarily a "Physically realistic lighting". It is just one aspect of a sophisticated shading system. Other "Phys-lighting" tech lies on the surface shading(not those simplified blinn or phong version) and micro envir interactions.
anyway, great demo.
DeXtmL 3 years ago
In the universe, the light is ray based, so, a simulation make by rays refracted and reflexed is the more closer result.
Anyway, in the Quake4 engine modified; is imposible to create a mirror reflex a spotlight, because the raytracer technic is very optimized in this case, and in a REALTIME engine we need speed.
Realtime lighting with full phisically accurate is imposible. The light is a very complicated physical phenome to simulate in realtime with the actual power.
DeLe1000 3 years ago
yep. you are quite right on this dude :)
Physically accurate simulation is the ultimate goal we might after.
DeXtmL 3 years ago
it is very interesting
Hie001 3 years ago
impressive.
abracadabra199 3 years ago
Thanks!!.
DeLe1000 3 years ago
Wouldnt it be better if everything went a bit faster. Like graphity a bit up?
shorty0802 4 years ago
Maybe yes, maybe not. The idea for the video was show the shadows and the normal mapping...
The engine now supports Parallax Mapping and in a future, Shadow Mapping, i need to upload more videos.
DeLe1000 4 years ago
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s0sk0 4 years ago 2