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Re: New Unigine Real-Time Demo
[Re: Ambassador]
#132887
06/01/07 18:20
06/01/07 18:20
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Joined: Oct 2004
Posts: 1,856
TheExpert
Senior Developer
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Senior Developer
Joined: Oct 2004
Posts: 1,856
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"TheExpert said, the demo left us without animations and physics in general"
Yeah the engine looks good like some other ones , but the level is too simple for my taste and to know if the engine can handle real gaming scene you need to put animated meshes with shadows , together with grass/tree management, particle effects, distange management(LOD and other artifacts), physics, panels all that together ...
Well enought talk, perhaps some people here will try / buy it and show us some demo more complete one day ?
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Re: New Unigine Real-Time Demo
[Re: Ambassador]
#132888
06/01/07 20:39
06/01/07 20:39
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
Joined: Sep 2002
Posts: 8,177
Netherlands
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Quote:
You can't expect photon mapped fairies from every engine...
Damn!! I was so hoping for photon mapped fairies!
Engine is looking good, but quite slow. At least for this kind of tech demo it seems to be slow, about 80fps lol,
Cheers
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Re: New Unigine Real-Time Demo
[Re: xXxGuitar511]
#132892
06/02/07 08:12
06/02/07 08:12
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
OP
Senior Expert
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OP
Senior Expert
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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Have to agree with xXxGuitar511 and disagree with OrangeBrat (like always, sorry Brat). But this demo shows parallax mapping, projected textures, reflection, refraction, depth of field, real-time shadows, particles, volumetric fog and 500,000 polygons - all at the same time.
I checked a little corridor (a model no blocks) with a few hundret polygons and a simple 2-light-normal-map shader in Gamestudio and get less fps.
Check it out yourself. You cannot do this in GS.
TheExpert: I checked some other demos of this engine and they show really impressive physics, animated robots walking correctly on top of a terrain, water with physical correctly swimming objects, tons of physics objects at the same time and much more. This demo is quite slow because of 500,000 polygons and a dozen shaders working at the same time plus volumetric fog at the ground and real-time lighting.
Did you try to enable those flying fireballs in the demo? Look at the real-time shadows: soft, fast and no visual errors. This is amazing.
Models, Textures and Games from Dexsoft
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