• Nightengine
    300 replies, posted
  • SunnySideUp sounds awesome :P I'll have a bit of a think and report back anything I think of. Thanks for suggestions chaps.
  • *whistles* Yeah erm, I don't have any kind of spatial structure at the moment. I'm still debating on what to use. Again it's one of those things which hasn't been much of an issue for me, because I'm gpu bound 100% of the time, so it's kind of sat by the side. Stupid, I know. I intend on writing a portal system.
  • Can I ask how you manage to get to such a high level of ability in graphics programming? I mean, lit textured models is pretty much as far as I've got. How do you take a step from being able to do basics with directX to being able to do all that shader stuff and awesome things like that?
  • To be completely honest....I don't know how to describe it. It's just been a smooth sort of flow if you know what I mean. I read a lot of papers nowadays, but for actually getting going with shaders I kinda just looked around for how to get one working, and from there your opportunities are suddenly opened up completely. I'm not sure of any specific resources to point you to, but if you're working with DX, the DX official samples are fantastic for getting you up and running.
  • [QUOTE=knighty;28054010]*whistles* Yeah erm, I don't have any kind of spatial structure at the moment. I'm still debating on what to use. Again it's one of those things which hasn't been much of an issue for me, because I'm gpu bound 100% of the time, so it's kind of sat by the side. Stupid, I know. I intend on writing a portal system.[/QUOTE] Spatial partitioning is kind of a big deal when it comes to optimization. Since you seem to have a lot of experience I bet implementing an Oct-Tree won't be a problem for you.
  • Yeah it is a big deal, on the CPU side when it comes to outdoor scenes. In interior scenes you can cut a lot of GPU work with portal culling, but outside you can't really use portals and such too well to cull stuff in the view frustum, so you only really save CPU time in traversing the scene. Occlusion culling is a whole 'nother matter though. I'm currently experimenting with it but it's quite tough to make it work well.
  • As far as naming goes, I'd say try to find something simple and does not require "engine" to be attatched to it. ie, "night" doesn't sound right. (certain) Single syllable out-of-place words seem to work well for engines; to tweak richy's idea, [QUOTE=Richy19;28053854]GloomyEngine?[/QUOTE] You could call your engine "Gloom". Obviously you'll want to find something meaningful to your project though. Or not. [editline]14th February 2011[/editline] Also, really pretty. [editline]15th February 2011[/editline] Somehow rated myself... changing to gaybow
  • [QUOTE=RyanDv3;28055109]As far as naming goes, I'd say try to find something simple and does not require "engine" to be attatched to it. ie, "night" doesn't sound right. Single syllable out-of-place words seem to work well for engines; to tweak richy's idea, You could call your engine "Gloom". Obviously you'll want to find something meaningful to your project though. Or not. [editline]14th February 2011[/editline] Also, really pretty.[/QUOTE] Agreed. Unreal, Source and so on are recognisable even without "engine" attached to the end.
  • [QUOTE=LieutenantLeo;28057387]You wrote this in C++. I'm not quitting C++.[/QUOTE] It's not really the language which holds the ability to do this, it's his skill at using Direct3D and HLSL (I assume HLSL anyway). But still C++ is the most common language for this sort of thing. OP, would you say you are good at maths / this is a very maths dependent thing to do?
  • Not really to be honest. It's mainly a design issue, more than a maths issue.
  • [url]http://youtube.com/watch?v=hkip6UfC4-k[/url] is that map used a lot in tech demo things? I swear I've seen it before. lol yes it is, I'm dumb :( [editline]14th February 2011[/editline] How's the performance, and what are you running it on? Have you tried it on worse PCs?
  • Runs at 60fps on my pc a lot of the time. Dips down to 40 if I look across a lot of stuff. I have an HD5770. No reason it shouldn't run on any worse PCs as long as they support SM3. Will just obviously be slower, but shadows/ssao etc all have quality settings.
  • Oh my jesus! If you said those screenshots were source (except maby the white one) I'd have completely belived you. Dude, that is an AMAZING job! Way better than anything I could ever have done (or probably will do ;( ). Incredible job!
  • [QUOTE=knighty;28053585]Yeah maybe I should invest a bit of time in a name :P But most game engines have "stupid" names. Unreal? Source? :P[/QUOTE]GodLike Engine
  • [QUOTE=DevBug;28058801]How do you handle transparent objects?[/QUOTE] They all just renderer after the main opaque pass. I don't really have any transparent objects right now other than glass/water, both of which refract the frame buffer and don't really need lighting on them. @Sharpnel, technically about 8 years.
  • Use a word from physics for your engine, they're mostly memorable. Gluon Quark Atom Proton Neutron Electron Boson Hadron Meson or just other fun sciencey words like Quanta Scalar Harmonic Transverse Volt Altitude Watt Also fun planet/body names: Moon in various languages: Luna Lune Mond Mesec Mesic Maan Mahina
  • [QUOTE=Jawalt;28060203]Use a word from physics for your engine, they're mostly memorable. Gluon [b]Quark[/b] Atom Proton Neutron Electron Boson Hadron Meson or just other fun sciencey words like Quanta Scalar Harmonic Transverse Volt Altitude Watt Also fun planet/body names: Moon in various languages: Luna Lune Mond Mesec Mesic Maan Mahina[/QUOTE] hi
  • [QUOTE=knighty;28059727]They all just renderer after the main opaque pass. I don't really have any transparent objects right now other than glass/water, both of which refract the frame buffer and don't really need lighting on them. @Sharpnel, technically about 8 years.[/QUOTE] Ok, so just a forward rendering pass.
  • [QUOTE=Jawalt;28060203]Use a word from physics for your engine, they're mostly memorable. Gluon Quark Atom Proton Neutron Electron Boson [del]Hadron[/del] Meson or just other fun sciencey words like Quanta Scalar Harmonic Transverse Volt Altitude Watt Also fun planet/body names: Moon in various languages: Luna Lune Mond Mesec Mesic Maan Mahina[/QUOTE] I've already taken Hadron for my physics engine :3: