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Submitted by , posted on 14 March 2005
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Image Description, by
Here are, finally, some screens from my engine. The engine is still coming
along nicely, for a hobby project. The first three rows show off the mods
that I have put together for the engine. Yes, they are actually mods; they
are zip files in the MODS folder in the engines data path. The engine loads
the logic DLL from the mod (thanks to Joachim Bauch for his wonderful DLL
loader code, so that I can load DLL's from memory), then searched for all
data in the mod archive first, then the default data path after. It also
loads a config file for the mod to know what level to start at. The screens
of the mods have three pictures each, first showing normal rendering, then a
glare post process filter, then an ASCII text post process filter. The
engine can actually support many different post process filters, as I have
it implemented in a modular way, I can derive my post process interface
class, and add it to my screen list. As for the mods themselves, here is
some info:
First, this shows off a simple shapes game I put together. Pickup
the shapes and shoot them in their corresponding homes.
Second, this shows off a maze game I put together. Follow the maze
to the end, and if you fall through a hole, you reappear back at the
beginning.
Third, this shows of a tile game I recreated. Click tiles to clear
out sections that have multiple touching tiles. More tiles cleared at once
means more points.
The last four pictures are to show off some higher quality pictures, through
Doom3 data. I have a Doom3 level format plug-in for the engine, so that I
can load Doom3 levels, including plug-ins for LWO, ASE, and MD5 models, so
that things can be loaded correctly in the level. Overall, performance is
decent, though I only have a Raedon9600, so it really lags at higher
resolutions. Also, the fours pics are glare, normal rendering, ASCII, and
depth of field, though you can't see the depth of field as well in this
smaller screen shot.
As for the engine, it uses deferred lighting, with support for diffuse and
specular bump mapping. I also support an array of post processing filters,
which is great since I also already have position information for each pixel
on the screen (thanks to deferred lighting), so that I can support things
like Depth of Field. Currently, I have a glare, depth of field, gamma
correction, sepia/grayscale toner, and ASCII conversion filters. I also
support dynamic shadow mapping, though I am working on a quick have for
static light mapping in real time. Basically, I want to render the shadow
maps for static lights when I load the level, without rendering dynamic
objects. Then I'll have static shadow maps that I can use through out the
level, they just won't include dynamic objects in the shadows, but I won't
have to render the shadow information in real time anymore, which will speed
things up considerably. Most of the engine is my own doing, though I do use
zlib for ZIP archive support, DevIL for image decoding, Audiere for audio
file decoding, and Newton for physics.
Lastly, I finally have a web site again, so I have the engine and mods
available for download.
http://www.hourglassdesign.net
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