This video is showing some new features inside my game engine. It stepped on higher level and along with my real time ray tracing library (ForgottenLIB) it has OpenGL 3.0 as standard (+ it also can use newer releases through extensions).
First I'm going to appologize for low quality audio, this is due to poor audio/video compression. Next let's see what is new.
The most important thing is that whole engine got deferred (which suits hybrid rendering solutions much better), threaded and now is several times faster (hee yaa!).
This scene gives us ~50 fps on GeForce 8600GT (that's pretty old mainstream, though supports OpenGL 3.0) and C2D at 2.6 Ghz - with fully dynamic interactive global illumination solution using improved instant radiosity algorithm (with secondary shadows!), new ocean surface model - generated dynamically using CUDA (hope to find some way how to produce same solution on AMD cards - till that AMD has to use Grestner waves model and not FFT one).
Of course dynamic soft shadows are present, along with normal bump mapping, oren nayar + cook torrance shading models on materials, and so on.
Nowadays I'm still working on WYSIWYG editors for my engine (so far still my hobby project, but it became a little "bigger"), so stay tuned - first release has codename Iceberg lake (no it really isn't any new project of mine) and it's dated on 2nd half of 2009.
More information about licensing will be out in Sep/09 - on engine web pages (they will be rebuilded till that time).
Music is Lagro (II. movement of New World symphony) by Antonin Dvorak, kind of voice-acting is by me (hope that it is understandable, because audio/video compression really screwed this up)
Where are you from? Very interesting accent (and super-hard to understand). :)
bikutorusan 1 year ago
WHERE CAN I DOWNLOAD IT?
DileSoft 2 years ago