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Submitted by , posted on 18 August 2001
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Image Description, by
Well, I thought it's time to share some new pics from my current engine.
Basically it is a GeForce 3
optimized FPS engine, with 100% dynamic lighting as the main feature. All the
shots you see here have
a preprocessing time of 0ms, except the 500ms for the Octree during the level
compilation;-) I tried to
get the lighting model working on GF1/GF2 cards, but I failed. Not possible. At
least it screams on the GeForce 3. Well, I guess you want to see the feature
list, here it goes:
Vertex.. ahh... SMARTSHADER(TM) for basically every triangle on the screen
Pixel shaders for the entire lighting
DOT3 diffuse + specular per-pixel lighting on every surface (Well, not on the
skybox...)
Per-pixel normalization cubemap or pixel shader normalization for every
surface
Tangent space setup done by vertex shaders
DOT3 self-shadowing
PPA for every surface
Realtime general shadow solution, everything shadows on everything including
on itself
Colored lights
Blinking, flickering and pulsating lights through a shader definition file
Lights can be assigned to splines
Detail texturing
Hyper texturing
Advanced vertex buffer optimization code to gurantee best T&L performance
Light flares + coronas, implemented through vertex shaders
Ellipsoid based collison detection / handling
Realtime in game light editor, modify every aspect of the lighting without any
reloading
Configuration system allows you to change basically everything without any
code rebuild
Basically any damn 3D feature in the world. If it is not supported yet, it
will be in the future
The engine is incredible CPU limited at the moment, this is my main problem.
Rendering brute
force is sometimes even faster than performing HSR. I can render 4 quad texture
passes without
much drop in performance. The CPU code isn't sooo unoptimized, but the GF3 is
card that handles
everything you throw at it and just screams for more, so my crappy 700Mhz
machine can't keep up.
If you are interested in a discussion about realtime lighting algorithms, you
know my mail. Note:
A discussion is a conversation between to similar skilled people that learn from
each other. So please
no "Teach me how to do this !!!" mails. I'm quite busy with my work and writing
my engine, so really
no time for tutorials / explanations, sorry ;-(
Anyway, comments welcome.
Tim C. Schröder
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