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3D Engine 0.2.9

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Uploaded by on Jul 27, 2008

Alright, after a long while of fiddling with the engine and some major changes and optimizations I'm ready to show an updated video. Unfortunately almost all of the changes were underlying and you wont see them in the video but they'll make a difference when I start to redistribute the executable.

-made some changes to the lighting, still using opengl routines but hope to add per-pixel lighting soon
-more verbose outputs concerning errors and overflows
-loading and basic rendering of .obj static meshes; once I optimize the rendering I'll be showing a lot more objects
-config file to change how the engine renders on each system

Starts off with a normal rendering of a 1KMx1KM section of terrain and a late evening sky. Rendering modes go through wireframe and vertex, while moving you can more easily see the terrain quality change in the distance. Bounding boxes are then enabled showing yellow outlines of each section of terrain, this is used for collision detection, screen culling, etc. Pink bounding boxes are around static meshes, here being a lowly tree because it contains about 30,000 polygons and has yet to be optimized.

Have some major graphical updates planned for the next video, hopefully to be released soon.

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Science & Technology

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Uploader Comments (Chaotisu)

  • nice, where did you learn this from?

  • Started learning c++ about 11 years ago, got into opengl a few years back and have just been teaching myself from books and the internet since then. If you're interested I can recommend some places to start.

  • Why don't you put a Sun and "GOD'S RAY" and bit of silver lining on the clouds. That would make it Much more real!

    May I know why did you use this amount of polygon? was it an experiment? in fact with Low poly you can show more magic.

    It seams like an Advice but I think a little Bump map would be nice in the terrain!

    But Great Job

  • Right now I'm not going for eyecandy or anything as such. I'm only interested in the main parts of rendering and managing an outdoor environment. After it is able to handle large numbers of objects and basics like collision detection and pathfinding I might play with fancy shaders and effects.

  • Seeing as its 0.2.9 is it an unstable release? What bugs are you getting?

  • Currently it's not that I get bugs (of course I get a few on occasion but almost all are short term oversights such as a bad filename) but that it needs so many more features to be more complete. No support for shaders, no support for large numbers of objects, no shadows, no advanced culling mechanisms. It just has a long way to go. 0.3.0 will probably be released but since opengl 3.0 has fallen through I may cancel and start on a direct3d version instead...

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  • This is really cool, i wouldn't mind learning how to do this myself. If you could tell me where to start that would be sweet. I know a little c++ nothing to brag about but this looks like something i could get into. Hope you post more vids.

  • 11 years is a very long time! you must know the ins and outs well. i'm trying to learn c++ myself and some advice will be helpful.

  • Right now it's just to stress test everything, I want to get the brute force methods working first and then I will work on optimizing things and finding shortcuts to make it run faster. As it is it still runs about 25fps on my laptop with no videocard. (Before the tree reduction that is.)

  • Couldn't you use sprites, and just alpha blend? =/ Or is this a test so that other models will be optimized? 30,000 polygons is a lot to draw at once. My graphics card can handle up to 1000 without lag lol.

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