The Quantumas Engine a.k.a. IS THIS AWESOME OR WHAT
80 replies, posted
:byodood:
Seems quite awesome. I'm guessing the engine and dev will be bought/hired by some bigger developer. If he is selling it, that is.
[IMG]http://i50.tinypic.com/kntiw.jpg[/IMG]
My head just imploded, that was some awsome shit...
[QUOTE=johanz;22512428]It kinda looks a bit sketchy, especially at the microchip part.
It also is kinda strange how one coder made an engine that can outperform commercial engines that got tons of coders.[/QUOTE]
Coder only focused on the core part of the engine. Software tools, plugins and other vital things to use it for development is missing.
:byodood:
Ooh. 2 steps from Hell. Good song choice.
This looks amazing! This guy needs a medal!
[QUOTE=Kondor;22512430]huh.
do you understand that rendering and real time are completely different[/QUOTE]
Wrong.
[quote]My GPU is a mid-low end 9600GT; all scenes run at least 80fps.[/quote]
If he's to be believed, that was all realtime.
If he is to be believed, this is the best engine ever.
Holy shit thats incredible.. you'd be mistaken for thinking every scene is a prerender, but my god..
Fucking lens flares!
:v::fh:
That was awesome.
That was quite impressive.
What plans does he have with it? Most awesome would be, if he would release it as open-source.
[QUOTE=WeltEnSTurm;22514265]What plans does he have with it? Most awesome would be, if he would release it as open-source.[/QUOTE]
But, thinking on the business side, he could make millions if he sold it for commercial use :eng101:
While watching that video it reminded me of avatar.
I didn't get some of the features it has, SSS?
But it was an awesome video anyway :)
[QUOTE=Eternek;22514803]I didn't get some of the features it has, SSS?
But it was an awesome video anyway :)[/QUOTE]
SSS is Sub-Surface Scattering. It is a mechanism of light transport in which light penetrates the surface of a translucent object, is scattered by interacting with the material, and exits the surface at a different point. Basically, it's a special shader, which simulates light going through an object and scattering underneath the "surface".
Example:
[img]http://upload.wikimedia.org/wikipedia/commons/0/0b/Subsurface_scattering.png[/img]
Usually, it's very resource-intensive. It's amazing that he could manage to do it in real-time.
I don't believe anything till I'm running a benchmark myself.
Some time ago I was running a "SSS benchmark" of god knows what, awesome 10fps. So if he can get SSS working and on reasonable fps, that's awesome.
But we yet to see how well it runs in real game world with AI, physics and all other calculations.
It's the best of the Source and Unreal engines put together, looks fantastic.
[QUOTE=Metalcastr;22516002]It's the best of the Source and Unreal engines put together, looks fantastic.[/QUOTE]
What part of that is from "source"?
More like cry engine and unreal.
[QUOTE=johanz;22516054]What part of that is from "source"?
More like cry engine and unreal.[/QUOTE]
Looks like Episode 2. Source can have high rez textures, just not normally used.
More like none of this is from any of those except maybe CryEngine which IIRC did pioneer SSAO (still looks like shit and TBH drags the whole engine down.)
It's a graphic engine only, guys. It's not a game engine.
The quintessential issue as on "why does is run so well" is that it is not accounting for anything but graphics. It's a graphic showcase.
Still, it is tremendously impressive, it's hard to really see it, but doing real HDR, sub surface scattering, full volumetric effects and global illumination on an engine is something that isn't handled properly by ANYTHING, specially not real time. This guy must have made some genius algorithms for all that, specially if he says he rendered that on a 9600GT.
1:11
It the checklist, the second bar is labeled "Aperture independent."
After watching this I went trying to find a copy of that song and totally forgot everything I just saw about the engine.
p cool
What version of the song is that?
[QUOTE=Olinaj;22517251]1:11
It the checklist, the second bar is labeled "Aperture independent."[/QUOTE]
And?
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