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From : kronium2222
Added: Oct 29, 2009
Here is a little video i made of my current engine snapshot to show some of its features. The g-pipeline uses deferred shading with omni/spotlight generated shadow maps(up to 4 per scene). Can render with parallax mapping (better than bump) and also do transparent draws without causing a headache (made a really cool shader XD ). Except my custom-made geometry that is generated by my editor i can load .x meshes and animations. My deferred MRT allow me to think of any kind shader visual effects . Real problem is that i cant find proper text/models or someone to work with for these , so mostly what u see is poor graphics :( . Project also supports a sound cap and a simple physic module ( collision detection and speed/ gravity forces ). All is made in C++ with directx 9.0c ( yes i know we are about to go dx11). Shaders just hit version 3.0 ( tried to keep it to 2.0 version but not possible). Havent tested fps on other pcs and i believe that i will be shocked on how slow things will go on other systems.... What needs to be done firstly (except content creation from an artist) is improve scene management , editor features and build some basic AI.... All these are my current hobby , hope u dont think my indie engine sucks completely.... EG Project name is Inegken , a dark hack'splash rpg with dungeons
Category : Games
Added: Oct 29, 2009
Here is a little video i made of my current engine snapshot to show some of its features. The g-pipeline uses deferred shading with omni/spotlight generated shadow maps(up to 4 per scene). Can render with parallax mapping (better than bump) and also do transparent draws without causing a headache (made a really cool shader XD ). Except my custom-made geometry that is generated by my editor i can load .x meshes and animations. My deferred MRT allow me to think of any kind shader visual effects . Real problem is that i cant find proper text/models or someone to work with for these , so mostly what u see is poor graphics :( . Project also supports a sound cap and a simple physic module ( collision detection and speed/ gravity forces ). All is made in C++ with directx 9.0c ( yes i know we are about to go dx11). Shaders just hit version 3.0 ( tried to keep it to 2.0 version but not possible). Havent tested fps on other pcs and i believe that i will be shocked on how slow things will go on other systems.... What needs to be done firstly (except content creation from an artist) is improve scene management , editor features and build some basic AI.... All these are my current hobby , hope u dont think my indie engine sucks completely.... EG Project name is Inegken , a dark hack'splash rpg with dungeons
Category : Games
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