• Nightengine
    300 replies, posted
  • Avatar of knighty
  • Decided to make a thread in the end to avoid clogging the "What are you working on" thread. This engine is the culmination of over 2 years of work, which started about a year after I began learning C++. It's primarily a realtime rendering engine, but also has a physics engine (TrueAxis) and audio engine (FMOD). The rendering is done under DirectX9. A few basic notes: it's a deferred renderer and I've spent a lot of time making my SSAO implementation robust and fast (currently <2ms for most views). [u]Screenshots[/u] [URL=http://imgur.com/V1vag][IMG]http://i.imgur.com/V1vagl.jpg[/IMG][/URL] [URL=http://imgur.com/ug9XW][IMG]http://i.imgur.com/ug9XWl.jpg[/IMG][/URL] [URL=http://imgur.com/62Gqn][IMG]http://i.imgur.com/62Gqnl.jpg[/IMG][/URL] [URL=http://imgur.com/Nu869][IMG]http://i.imgur.com/Nu869l.jpg[/IMG][/URL] [URL=http://imgur.com/lE8ku][IMG]http://i.imgur.com/lE8kul.png[/IMG][/URL] [URL=http://imgur.com/2VkoG][IMG]http://i.imgur.com/2VkoGl.jpg[/IMG][/URL] [URL=http://imgur.com/uSKuw][IMG]http://i.imgur.com/uSKuwl.jpg[/IMG][/URL] [URL=http://imgur.com/WCM7b][IMG]http://i.imgur.com/WCM7bl.jpg[/IMG][/URL] [URL=http://imgur.com/9I2wO][IMG]http://i.imgur.com/9I2wOl.jpg[/IMG][/URL] [u]Rough list of visual features[/u] Deferred lighting; SSAO; vertex skinning; smd, obj, 3ds, mesh loaders; cascaded shadow maps; multiple shadow filters: none, poisson, pcf, vsm; light probes; quad tree terrain; procedural clouds; many material shaders for surfaces like fabric and metal; level editor; terrain editor; dynamic water with 3d deformation; temporal anti aliasing; atmopsheric scattering; point light shadows [u]Post processing[/u] HDR with Uncharted 2 tone mapping; bloom; depth of field with optional bokeh; god rays [u]Videos[/u] [media]http://www.youtube.com/watch?v=hkip6UfC4-k[/media] [media]http://www.youtube.com/watch?v=K6EtuUQjr_4[/media] [media]http://www.youtube.com/watch?v=-A4EHfNpGzY[/media] Happy to answer any questions.
  • that's a really really nice engine, especially since you're using dx9, if I were to guess I'd think you'd be using dx10-11 [editline]14th February 2011[/editline] you might want to use havoc cloth, it'd look really nice in the map where those flags are hanging.
  • Avatar of knighty
  • Not really much extra you can do with DX10/11 except for tessellation and such. Don't believe all the rubbish that things like god rays are a DX10 thing :P. And thanks.
  • [QUOTE=knighty;28050620]Not really much extra you can do with DX10/11 except for tessellation and such. Don't believe all the rubbish that things like god rays are a DX10 thing :P. And thanks.[/QUOTE] well, you know that better than me I guess. I've got zero experience with dx
  • Avatar of Jallen
  • Very cool. You know by using FMOD you're making it so that a. If you ever want to charge for the engine ,you have to pay the FMOD guys a few thousand dollars. b. If your engine users want to sell something they've made with your engine they have to pay the FMOD guys a few thousand dollars. Also holy shit is that global illumination?
  • Avatar of knighty
  • Yeah I didn't actually know that about FMOD until recently. I intend on switching over to something else which should be easy as I have very little sound code at the moment. Thanks.
  • Avatar of knighty
  • @Jallen's edit: Kind of. I just threw down some appropriate point lights. Does a pretty good job eh? Thanks everyone else.
  • Avatar of demoguy08
  • Whoa. I was convinced they were Source 2007 screens at first with the strider and all.
  • Avatar of knighty
  • Oh it's just lovely (not :P). I have a mesh format specced out but I really can't be bothered to write a proper Maya exporter, so I have a really basic one that just outputs an obj and then my code handles creating material data for it. It's something that needs a lot of work.
  • Avatar of Jallen
  • It's better to use a widely supported (or a few) intermediate format(s) and make a converter than to make an exporter for a single modelling package IMO. I guess you could do a converter and an exporter though. Not everyone can afford / wants to [I]obtain[/I] Maya.
  • Avatar of knighty
  • Yeah. Perhaps fbx or something would be good, since obj is fairly limited in its support if I exported to that and then converted. The main reason I haven't delved into that kind of stuff is because it's just me using it. And really, it's not a very rewarding job a lot of the time.
  • Avatar of knighty
  • It's really supposed to be Nigh-T Engine =p Yeah I suck with names. Cheers!.
  • Avatar of yngndrw
  • TBH, despite the cost FMOD is well worth it for what it does. Anyway, very nice work. I've always liked deferred rendering, the positives of it far outweighs the negatives.
  • Avatar of Richy19
  • [QUOTE=Xion12;28053505]Try to get Valve to buy it.[/QUOTE] They have source tho. If anything try get a job at Valve :P
  • Avatar of Xerios3
  • I'd suggest a better name before it's too late, go with something related to light or cleanness. Just saying.. cause you know, before opening this thread I thought "Heh, what a silly name, probably another billionth guy who's wishing to make a next-gen game engine"
  • Avatar of knighty
  • Yeah maybe I should invest a bit of time in a name :P But most game engines have "stupid" names. Unreal? Source? :P
  • Avatar of Sakarias88
  • [QUOTE=knighty;28053640]Need a few more 'O's I think.[/QUOTE] Blooom? May I suggest Fractal Game Engine. Hmm. Maybe it's a bit misleading. Anyway, it looks great!