Added: 3 years ago
From: yagero
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  • 8:12 is better than sex

  • Great work!,

    What is the name of the song?

  • Amazing *.*

    

  • in the video what the glsl does? i´ve discovered that doom engine now suport glsl, and i don´t really know what could be done with this =/

  • Its funny, because all of the idiots raving about DurrectX 11 tessellation have no idea that OpenGL has had it as an extension since the same year this video came out, OpenGL is vastly superior. Why shoot yourself in the foot using DefectiveX when you can hit every machine (except for Xbox 360) with OpenGL? People need to stop caring about Micro$ofts FUD (Fear, Uncertainty, Doubt) Campaigns, it only makes their wallets heavier. We cannot allow them to take over the game industry, OpenGL Forever!

  • Roughly 3 Year old and this video STILL rocks !!!

  • Did you draw own meshes/ 3D objects or did you create them in a modeling program?

  • Now just tesselate it and it's perfect.

  • the guitar reminds pink floyd ...

  • We should go there instead of Pandora.

  • hey can u port this engine to iphone ?? u will gain a lot of money :D

  • this is great, and to supply the source is very generous, thank you.

  • extremement propre, et just WOW !! Combien de lumieres pouvez-vous manager en meme temps ?

  • is it possible to do this for free?

  • Haha, Gordon Freeman in stained glass at 3:52! Awesome video, good sir!

  • @JWB9355 i think it was a compliment

  • i would love to see that world in an rpg

  • that looks awesome!!! you mentioned GLSL in the title-> does that mean you wrote some of those shaders on your own? O.o

    Never seen such realistic glass before (except real glass <.< ^^)

    Plus, leveldesign = really good!

  • *cough Cryengine 3 *cough *cough

  • is the island created with a height map or procedual ?

  • my laptop would probably blow up if I tried to render that :D It's in dire need of an upgrade, lol

  • I'm working on a Game engine, and I plan to implement everything here except refraction and chromatic abberation because holy crap that looks hard.

  • Awsome. Simply Awsome! I'm also trying to write my own Engine and at the moment I try to implement shadows. But until I might be own your niveau a lot of time will pass I guess.

    Only problem for me: 'Cause I'm also developing an Offline renderer with Ray Tracing I will never be happy with my OpenGl-Application^^

  • Is that a skybox for the background or are those big mountains actually rendered?

  • Comment removed

  • @whiterook6 skybox.

  • postfx.frag and blur.frag and depthblur.frag doesn't work for me :/

    I'm getting this:

    error(#247)

    error(#273)

    error(#132)

  • that is sick. loving the water effects and pretty much everything else actually. haha :D

  • I really liked it! The grass and sea quality were most impressive of all! Keep up the good work!!!

  • 100 x Like!

  • Very creative.

  • like Far Cry

  • what song is playing ?

  • What graphics card do you have? And is the fence actually a fence or a quad with a transparent texture?

  • I've been wanting to check out a good engines that other people have written for a while. I ran the exe that came with the source, and I got a black screen. I looked at the console's output, and it looks like there are some compiler errors in the shaders which would explain why nothing is displayed. Could it be my graphics card? My laptop has an ATI Mobility Radeon HD 4200 Series graphics card in it.

  • EDIT: After playing around a little bit, I pressed the A key, and the terrain popped up. It looks like 3 shaders failed: postfx.frag, blur.frag, and depthblur.frag. These are all fragment shaders. The rest loaded fine.

  • @travistrue08 yes, the shaders are optimised to compile on a NVIDIA GPU. It could be some issues on ATI GPU, and I don't have any ATI GPU laptop to try. Maybe you will have to tweak them.

  • @yagero I plan on it. There's a lot of code there, and I think there's some structural ideas I can borrow from your engine like scene management. My scene manager I've been planning is sort of designed like the Irrlicht Engine for now where everything attached to it is a node.

  • O...M...G... Dude that totally blew me away

    especially when i saw the cell shading i was like "OMG ANIME SCENE" XD HAHA

    Seriously dude I've been self teaching for a couple years now and well... of all the terrain demo's I've done theyre garbage... but I gotta say the fancy stuff in the houses was very very intriguing :)

    Your video is amazing and honestly it inspires me to become better so thanks man ^^

    P.S. Any tutorials you could recommend?? =D

  • love the grass. realy improves the terrain

  • Really nice work. I especially liked the parallax mapping!

  • Absolutely amazing! May I ask how you rendered all that grass? BTW, gotta love glass bunnies. :D

  • @superkellerman8D grass is rendered with some quads with alpha test enabled and a simple LOD system.

  • @yagero cool, that is a really nice effect.

  • Absolutely amazing! May I ask how you rendered all that grass?

  • Is the water just a normal raytrace, or you using anything specific?

  • Any way to get your file to work on Linux? lol

  • Vraiment impressionnant! félicitation!

    Combien de temps as-tu mis pour faire ce moteur ???

  • @TheMonsieurx12 Merci ;) ça a pris 3 mois de boulot

  • Coming from a sophomore computer science major with his for computer graphics course under his belt, take it with a grain of salt but, I thought the transparent glass rabbit was amazing but the under water view was not realistic. I think you did not take in account the index of refraction that water has (also had Physics II this semester) but the water should have some what of a crown effect with the stuff visible above water. Here you look straight at an object.

  • opengl + teapot RLZ!

  • thats amazing

  • thanks so much for the source...

  • Wow stainglass preparation for the church of Gordan Freeman

  • my graphics card would fry

  • wow excellent programming, it looks amazing! How many hours did it take you to do this?

  • you sir, seriously know what you are doing.

    it looks awesome!

  • ta besoin de kelkun??

    je veu dire kelkun ki pe creé des zik pour ton jeu????

    ;;D

  • Seeing this has really motivated me to pick up GLSL, it's extraordinary. Thanks for the source code, those shaders in particular are really going to help me learn.

    Do you know of any good programs that make writing and especially debugging GLSL shaders any easier? Thanks again :)

  • Really well done! Looks beautifull! :D

  • THIS WORLD DOESN'T MAKE ANY SENSE TO ME

    What is with the rabbits?

  • @Fengtorin just standard model when testing stuff...same as the teapot

  • Cool but missing some content :P

  • Gordon Freeman God at 3:00

  • awsome vid 

  • ne1 know the music?

  • @theintoxicant Frank Molder - Orbital Movement

  • @Rooseveltrb thx dude

  • The only place, if i need to be harsh, that need improvement, is under water.

    you need DoF and Fog down there, it was way too clear, and maybe some lens flares when looking at the sun, and maybe some illuminating textures..

    Look at me go, I'm a person who can't stop criticizing, but i hope you can use it as constructive criticism. What tools did you use to create all this, and is it mac and linux compatible?

  • Wow, that is beautiful. Congratulations on your great work :) What license is the engine source released under?

  • Bonjour, comment fait-on pour apprendre à faire tout ce que vous faites? J'ai l'impression qu'aucune formation n'est capable de vous enseigner de telles choses. Merci pour votre réponse.

  • this is simply amazing! i sat and watched through the entire video. i hope i will be able to do something like this one day.

  • This would be realli cool if damage physics were implemented int this....

  • how much of OpenGL can i get just using GLUT out of 100%?, can i make nice stuf with GLUT or do i have to learn to use OpenGL in win32?

  • awesome job

  • What is the name of the music. :D

  • I've seen this before when I was starting on OpenGl... Now I'm starting to get into the GLSL world.... but it's daunting... I'll take a look at your code once I know what I'm doing..

    Thanks for sharing.

    The music choice is great! Good luck.

  • Hey Dude, what's the point with the real time cube generation? The only thing not static was the mosaique rotating, why not have the light change color to further show off the fact that the reflection(and in this case also refraction see through) cubemap is dynamically generated? Is the underwater caustics effect a post process? Overall it looked really kewl, but I found the shadow map kind of bad(in relative terms), do you use some projection algorithm or just a straight up depth map?

  • Excellent rendu!!!

  • So cool... and shiny... ¦D

  • I am a programmer myself and I know how time consuming programming can be. Even the programming of the camera movement with its path takes quite a fair bit of time, which most people don’t realize by watching the video.

    From looking at your video I am very impressed. There are so many nice details which I really appreciate!

    You've done a very good job on this project!

    And by the way what is the name of the song which is playing in the background? Very nice choice

  • How long did it take you to code this? How many lines?

  • @evilfrenchguy lols. if ur gonna count every line ur gonna waste quite a bit of ur life.

  • vraiment impressionnant ce travail !

    vers 2:30 l'herbe est bien classe. Comment tu gères la géométrie et la distribution de ça? c'est des plans? particules? Cette partie en particulier m'intéresse, peux tu me donner des indications ou m'orienter vers de la doc?

  • @yagero WOW

  • @yagero WOW i especially love the transparent stuff and mapping

  • This is awsome ;3

  • This is really nicely made and helps to inspire my OpenGL learning. Thanks for sharing, not sure why you resort to using glut though :(

    The shaders in particular are inspiring to me.

  • Very nice! With this video, you've proved that OpenGL + GLSL can equal the crysis engine!

    Which version of OGL and GLSL uses this demo?

  • This is amazing. Its shows the True Power of a Computer. Like Steve Jobs said Himself. a Computer is a tool for the mind. It can make worlds, solve problems, and Open doors to amazing possibilities. This shows that it can. you did an AMAZING job :D!!!!!!!

  • Amazing, and the music tops it off.

    on the topic of the engine.

    i am impressed.im just started on openGL hopefully im going to get good, so i guess if i practice for 3 months i should get 50% of this another 3 and something like this, very butifull engine.

  • There IS NO option to watch this in HD

  • @CaesarTapsa yeah sorry, but when I uploaded this video, the 480p version was the "HD version".

  • @yagero

    480p is HQ, not HD!

  • Hi i have problem, i have win 7 64bit and i cant run it, it crash on generating grass. anyone have same problem/solve it?

  • WOW thats awesome

  • perfect scenery for a battle ground :P

  • very good .Its hard do create all this stuff?Did you learn somewhere

  • gooooooooooooooooooooooooooooo­ooooood

  • long life for the opengl !!!!

  • Magnifique !

    Le plus impressionnant pour moi est le cel shader, je travail sur un jeu qui en requiert un malheureusement en Cg ou HLSL et non GLSL :/

    Je vais m'inspirer du votre si ca ne vous dérange pas car je le trouve tout simplement parfait :)

  • @maitrelame2 pas de pb, tu peux tout à fait t'en inspirer. Le Cel Shading est pas l'effet le plus compliqué à faire. Et tous les langages haut niveau de shaders se ressemblent, tu n'auras pas de difficulté à traduire du GLSL en HLSL ou CG. Bon courage.

  • amazing shadows, lighting, texture , just amazing

  • Awesome :) how much lines of code has this?

  • Simply Amazing...

  • Yay!!!

    Amazing work!!!

    i decide to learn opengl and glsl now :)

  • Amazing stuff. How long did it take you to make this?

  • @hyperthreaded thx :) It takes 3 months to make it.

  • I've had first OpenGL lesson today in school. That vid really motivated me to study more.

  • @maffish you can learn this in school? you mean you don't have to spend your weekends self-teaching?!

  • @aroymart I had one semester of computer graphics, OpenGL. The best what I've done was simple windmill animations, but there were other better project in my group tho. Anyway, making such a work like here will take a lot more effort and time :p

  • @maffish i understand that, i'm just glad there's a class to teach you past a triangle and a square

  • I don't understand why typing a line of code can make shadows appear under an object......

  • Because they are instructions to the cpu/gpu to create images on screen, put simply.

  • Hmm, that makes sense.

    Thanks =]

  • Salut Yannick, c'est du beau boulot, je suis impressionné :-) Continue comme ça !

  • Thx :-)

  • I can just imagine all the coursework these people had to do before being able to make this... :S

  • it looks great

    which engine u used.? Havok

  • I didn't use any engine: no rendering engine or physic engine (there's no physic in this demo)

  • @1994DavidLotro lol

    so what it going to call and what style of game fps

  • @1994DavidLotro people like you make me laugh.

  • do u make cracks as well.?

  • What do you mean by crack ?

  • cool

  • that's really beautiful scenery

  • That's is some pro shit there

  • WOW Friggin AMAZING!!

  • Very nice!! An inspiration for us! ^^

  • 5:43 - 5:44 there's a tree(the leftmost one) got incorrectly culled.

  • You're right, I didn't find how to invert normals for backfaces with OpenGL

  • A very amazing engine. I also enjoyed the music of the video because it adds that calm feeling when you're watching something like this. It's a slow view of the engine, so there's no need for the heavy music like other videos.

  • An extremely well-done graphics engine, and I'm planning on downloading the source to experiment with it on my own (measure performance especially), one thing I feel like "complaining" about is that light seems to be shining through the palm leaves (see 7:49), is this true or did someone just get trigger-happy with the bloom effect?

  • You're right there is too much of bloom effect in the main scene !

  • woow.. absolutly brilliant. its my dream to create my own 3d world in a few years..

  • that is pretty sweet, keep it up!

  • Very impressive work!

    I like the state machines ;)

    Any words about license of source code ?

  • That's very, very nice. Good job!

  • 3:00 It's Mr. Freeman

  • I was looking at the same thing.

  • I hope to make an engine 1/10th as good as this one is. All I can do at the moment is loading instanced geometry from files and making simple scenes with them. A scene editor is still beyond me.

  • how did you solve the grass instancing, positioning ? btw incredibly nice work, you do work as a programmer, right ? 5/5

  • for the grass, I store the geometry in vbo. I have one grass vbo by terrain chunk (chunk created by the quadtree). So in each grass vbo, I have around one hundred quads of grass. Using LOD system, grass doesn't drop FPS too much.

    And yes, I work as a programmer.

    thx

  • thanks for the answer, i suppose, you have somehow auto-generated the quads, right ? they follow the curve of the terrain just perfectly. i had troubles to find algorithm to position the quads so precisely onto the ground. BTW still watching the video :) eyecandy

  • Yes I made a very simple algorithm based on interpolation of vertices positions to place grass quads, you can check the sources ;)

  • @yagero Hello! I'm currently studying (just started) software engineering and i'm learning the basic c stuff (pointers, functions, arrays..)

    How much years of programming would you say it can take me to make this? It would be so cool.... i know it's not easy but i'll work hard.

  • Before programming this demo I was programming in c++ since 3 or 4 years.

  • this beats cryengine3 :D

  • You should probably look into adding a more advanced skybox - render some low-poly meshes at with some animation instead of the pretty obvious texture you have now. Some slight fog or haze could also add realism.

  • Oh, wow, really nice work here - five stars! I wish I could do something like that as well... :(

    I'll keep on studying. :)

  • can you put characters on it and walk? i mean to make a game with that map

    and how? how can you inport maya created characters in there

  • this demo don't support skinned models, so you can't play skeletal animations.

    For meshes, I chose obj format because it's very simple. You can load any obj files, it can be made using 3ds max or maya it doesn't matter.

  • AMAZING!!!

  • wow, how did you make this, then? thats like... amazing!!!

  • thx ;)

    I programmed it in C++, using OpenGL library for the rendering and GLSL language for effects.

  • WOW thats hard to imagine how this graphics runs on that, oh wait a minute, thats not on blender lol. my blender games run so slowly when i try to run script.

  • how powerful is your computer? thet must need alot of processing power

  • I have a dual core E6850 @ 3Ghz, 2 Go RAM, and my video card is a 8800 GTX. I bought it 2 years ago, so it's not a very powerful PC but the demo runs > 60 FPS.

  • No. You have to be born with the creativity and have much sexual frustration.

  • That is some seriously awesome stuff! I was planning on going into Life Science, but I've been pretty much addicted to messing around with OpenGL for the past month so I've been seriously reconsidering my career choice. Nice vid!

  • Really nice your good at graphics programing,

    im learning the same stuff as you, can i ask how you did the ripple mesh on the water surface and the caustics on the lake bed ? im assuming your using the dynamic cube maps for the reflections.

    thats a serious amount of grass/flowers youve got , im surprised it doesn't kill the fps !

  • Hi and thanks.

    the ripples on the water surface are made with a normal map. The water surface is not a mesh, only a big quad ;)

    Caustics effects are made with a simple texture moving in the terrain fragment shader.

    The reflection on the water doesn't use any cubemap. The reflection is computed in realtime in a pre-pass.

  • AWESOME DUDE!

    When i see that, i am nothing with my little shity assembler programs...

    Where you using a game engine? If i understand, yes but you added some effects with c ++ ?

  • thanks :)

    no, I didn't use any game engine, I build it. This project only used OpenGL and GLUT libraries from the rendering, and DevIL library for texture loading.

  • how do you do that i just got c++ and im confused as hell.

  • Yeah, me too. I'm making a console tic tac toe application, and I'm having a hard time.

    Seeing this makes me feel dumb lol.

  • @SlimJimVG haha you made me laugh with your comment but it's so true.