@sholmesbrown, you are missing the point here. Most cur-gen engines still use the fixed function gfx pipeline, which are limited. H3D is a 'next gen' engine mainly for the fact it is a shader based gfx pipeline engine. This allows the full power of modern graphics cards. In theory, this allows the engine to be on par with any modern AAA title.
The effects like you see here is simply a shader. The engine supplies some nice basic effects, and you just got to make your own and make that "WoW". :D
I've been looking at the Horde3D engine and I must say this is not "Next Gen" Not 1 single video I've seen has made me go wow. It's all been done before and none of it looks amazing... I get it's kinda cool to have 200 dynamic lights but I've seen similar things in 3D benchmarks and even games. Good luck to you all but I think your kidding yourself saying this is next gen. Maybe console fanboys will be amazed by this but not me. Sorry but no.
Depends on how complex the game will be. The lights themselves are independent of scene complexity (if you use the deferred pipeline that is), but shadows are not. If you have very high poly counts, faking the shadows may be necessary.
@sholmesbrown, you are missing the point here. Most cur-gen engines still use the fixed function gfx pipeline, which are limited. H3D is a 'next gen' engine mainly for the fact it is a shader based gfx pipeline engine. This allows the full power of modern graphics cards. In theory, this allows the engine to be on par with any modern AAA title.
The effects like you see here is simply a shader. The engine supplies some nice basic effects, and you just got to make your own and make that "WoW". :D
MrMscheurwater 2 months ago 2
I've been looking at the Horde3D engine and I must say this is not "Next Gen" Not 1 single video I've seen has made me go wow. It's all been done before and none of it looks amazing... I get it's kinda cool to have 200 dynamic lights but I've seen similar things in 3D benchmarks and even games. Good luck to you all but I think your kidding yourself saying this is next gen. Maybe console fanboys will be amazed by this but not me. Sorry but no.
sholmesbrown 3 months ago
Very nice! But since when are rocks that shiny?
superkellerman8D 5 months ago
@superkellerman8D Maybe they're wet :)
No seriously, I have no idea why i made them so shiny. Maybe i was testing specular maps at the time? I don't know.
Worstplayer in reply to superkellerman8D (Show the comment) 5 months ago
Specular lighting?
Markyparky56 8 months ago
Impressive! I'm beginning to have second thoughts on my plans to pre-cook shadows into levels in my game using this engine.
0rmick 2 years ago
Depends on how complex the game will be. The lights themselves are independent of scene complexity (if you use the deferred pipeline that is), but shadows are not. If you have very high poly counts, faking the shadows may be necessary.
Worstplayer in reply to 0rmick (Show the comment) 2 years ago
Very cool!
JDoucette 2 years ago