В другой раз постараюсь сделать видео с лучшим качеством :/
Monday, March 2, 2009
Monday, February 23, 2009
Monday, February 16, 2009
Saturday, February 14, 2009
My Variant of Light Pre-Pass Renderer
About Light Pre-Pass Renderer you can read here:
http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html
I like this idea, but I don't like reading normalmap in depth/normal pass.
Geometry pass to MRT(R16F, R8G8):
In R16F we write linear depth:
Out.Depth = In.PositionViewSpace.z / zFar;
In R8G8 we write view space normal:
Out.NormalXY = 0.5 + 0.5 * mul(float3(0,0,1), TBN).xy;
R16F we need for fast post-process effects speed.
Then lighting pass:
Render light volumes to MRT (A16B16G16R16F, A8R8G8B8)
Read depth, normal;
Compute LightDir, LightAttenuation and N.L;
Out.Dir = LightAttenuation * LightDir * N_dot_L;
Out.Color = InLightColor * N_dot_L;
Then color geometry pass to a A8R8G8B8:
Read LightDir, LightColor from LightDirBuffer and LightColorBuffer;
Compute N.LightDir, R.LightDir;
And final light geometry;
++ Dont need read normalmap in depth/normal pass;
-- Problems only with specular when crossings more then 2 lights;
Your opinions?
Here is some results:

Sunday, February 1, 2009
Editor for animations blending
In English:
Editor for animations blending is practically ready.
Now to mix up animations simpler simple. For one object can playquite different animations of his different parts (or for separate bones), with different there is speed, in any combinations.
For example, a protagonist can simultaneously run, shoot, throw a grenade.
These animations are created separately from each other.
It is possible to manage all of this process from a scripting language or visual logic editor.
Need here yet morfing and IK :)
И на русском:
Практически готов редактор для блендинга анимаций.
Теперь смешивать анимации проще простого. Для одного объекта могут играть
совершенно разные анимации различных его частей (или для отдельных костей),
с разной скорость, в любых комбинациях. А еще костями можно двигать и без анимации.
Например, главный герой может одновременно бежать, стрелять, метать гранату.
Причем эти анимации созданы отдельно друг от друга.
Всем этим процессом можно управлять из скриптового языка или ректора визуальной логики.
Как бы сюда еще морфинг добавить с IK :)
Wednesday, January 7, 2009
Wednesday, November 26, 2008
Sunday, November 23, 2008
Results - Editor
Material Editor 100%
Packs File System ~99%
Static Mesh Editor ~80%
Visual PostProcess Editor ~75%
Scene Editor (Actors Editor) ~75%
Skeletal Mesh Editor ~50%
Visual Scripting System (Destiny) ~50%
Physics Editor ~20%
Particles System Editor ~20%
Sunday, September 21, 2008
Wednesday, September 10, 2008
wxWidgets
Tuesday, September 9, 2008
Packs and archives
Monday, September 8, 2008
Source code lines count
In engine source code : 128580 lines
In editors source code : 25122 lines
In shaders : 11574 lines
Sunday, August 31, 2008
Sunday, August 24, 2008
Friday, June 13, 2008
Tuesday, June 10, 2008
Monday, May 26, 2008
Sunday, May 25, 2008
Tuesday, May 20, 2008
еще возможности
Sunday, May 18, 2008
Sunday, May 11, 2008
Features (Updated)
+ C++
+ Object-Oriented Design
+ DirectX 9.0
+ DirectX 10.0, 10.1(optional)
+ Way to DirectX 11
Shading, Lighting:
+ Deferred Shading
+ Forward Shading
NEW! + Radiosity Normal Maps
+ Global Illumination with Photon Mapping (in process)
+ Light Pre-Pass Rendering
+ Per-pixel lighting, more than 100 lights in frame
+ Fully dynamic lighing
+ Special Dinamic LightMaps(will give 500-1000 dynamic lights in frame)(in process)
+ VSM
+ HW SM
+ more
Post Effects:
+ High-Dynamic Range Rendering
or
+ Low-Dynamic Range Rendering
+ Screen-space ambient occlusion
+ Per pixel Motion Blur
+ Many variations of Depth of field effect
+ Haze effect
+ Bloom
+ Gamma-correction
+ Tone mapping
+ Eyes adaptation
+ Screen Space Global Illumination Effect
+ User post effects(Visual Editor)
+ more
Scriping:
+ LUA scripting + luabind
+ AngelScript (optional)
+ Visual Scripting Editor
+ more
Meshes, Animations:
+ Skeletal Animation(GPU/CPU skinning)
+ Animation Blending
+ Morph meshes(in process)
+ Inverse Kinematics(in process)
+ Static meshes
+ Simply Terrain(in process)
+ Billboarding
+ more
Advanced:
+ Flexible material system, shaders generating (library of the prepared materials)
Any materials and effects which you can only think of :)
Sky, Whater, Rain, Decals, Fog, Sun, Volumetric Fog, Volumetric Light,
Soft particles, Reflection, Refraction, etc
+ Two-Sided Shading
+ Lens Flares
+ Subsurface scattering
+ more
Audio, Video:
+ Audiere sound library
+ FMOD (in plans)
+ Theora video
Optimizing:
+ Frustum Culling
+ Occlusion Culling
+ Level of Detail
+ more
+ Advanced GUI system
NEW! + Multithreading
NEW! + Streaming
NEW! + Background level loading
NEW! + Shaders cache for fast loading
Physics:
+ full support PhysX
+ Havok(in plans)
Networking System:
+ Client/Server Architecture,UDP,TCP(in process)
Exporters:
+ Plugins for 3ds max 7-12
+ Support obj, 3ds file formats (optional)
+ Collada (optional)
Engine Editors:
+ WYSIWYG Level Editor (has two modes: InGame, InEditor)
NEW! + CoreBrowser(Content,Log,Script classes,Statistics, all in one uber viewer)
+ Material Editor
+ Skeletal Mesh Editor
+ Animations Blender Editor
+ Static Mesh Viewer
+ Visual User Post Effects Editor
+ Visual Scripting System (Destiny Editor)
NEW! + SceneArtist Editor
+ Physics Editor
+ Particles System Editor
+ Visual Sound Editor
NEW! + LensFlares Editor
NEW! + UI Editor
+ more
+ more than 200K C++ source code lines
+ more than 20K shaders source code lines
































