Uploaded by Webking271 on Jun 10, 2009
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I have been recently working on an updated version of my 3D engine that features effects such as GLSL shader support, cubic environment mapping (reflections and refractions), high dynamic range lighting, per-pixel lighting, bump mapping, parallax mapping, and chromatic aberration. The engine supports rendering key-frame animated MD2 models and binary space partition indoor environments.
It also features an integrated rigid body dynamics simulation and outdoor terrain rendering (with sky boxes and water). Shadows are rendered using the stencil buffer technique. I plan to add support for variance shadow mapping, atmospheric scattering, and screen-space ambient occlusion. I am also interested in real-time global illumination techniques for rendering photorealistic lighting.
MUSIC:
Bass Infektion (April 2006) - mixed by Tek-Fox:
12. Origin Unknown feat. Dynamite MC - Hotness
13. TK - Inspector Gadget
Category:
Tags:
- game
- 3D engine
- OpenGL
- GLSL
- shaders
- C++
- BSP
- HDR lighting
- per-pixel lighting
- bump mapping
- environment mapping
- parallax mapping
- chromatic abberation
- reflections
- refractions
- MD2 models
- key-frame animation
- rigid body dynamics
- terrain
- stencil shadows
License:
Standard YouTube License
Link to this comment:
Uploader Comments (Webking271)
All Comments (60)
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@DamarSweetness ...if it is polygon, it has dynamic array of vertexes or maybe lines (type int, you are saving IDs there),
when deleted, !!!deallocate all!!!,always check if maximum didnt change. Its good to make macros for
seeking previous next order object (vertex of line, line of polygon and reverse). In combination with
octree it can be even fast.
broli100 1 month ago in playlist Další videa uživatele Webking271
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I dont know what exactly do you mean, but you need to do:
You need to define maximum count of each 3D object type (vertex, line, polygon...), on init it=0,
dynamic array of each type with the size of maximum count, when created, you need to allocate object,...
broli100 1 month ago
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lol a half life deatmach map ( the 1 not the 2)
necro1029 2 months ago
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I made a template polygon class which takes the vertex type and index type (int, short) and it works fine, but i want to wrap it into a system like a vertex/object - manager/referencer so that i can reference certain polygons. I was thinking about using an id system (simple index of array) but i have no idea how to implement something such as that. If were to get to the next step I'll be able get the bulk of the rendering engine finished. I am self taught in c++. Can someone help???
DamarSweetness 4 months ago
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Nice.. i miss the radiosity though.
Viking009 4 months ago
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No ammo?
edlockx 5 months ago
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great graphics are u able to do this to quake live??? without geting in trouble
donheltzfeld 6 months ago
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great graphics are u able to do this to quake live??? qithout geting in trouble
donheltzfeld 6 months ago
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Nice! How you do the lights look like spots? I always get only triangles between vertexes. Do I need to grid evaluate every polygon? Please help.
broli100 1 month ago
@broli100 You need to write a pixel shader to do that.
Webking271 1 month ago
if you are using quaternions for the "Camera" rotation when add to the rotation set the y comp to 0.0 and you wont have to reset it all the time
viper08v10 6 months ago
@viper08v10 That's a good idea! I would avoid using Euler angles at all though. Actually, my camera code is completely new now (it actually has mouse look) and works great, but I never did get around to posting another video.
Webking271 6 months ago