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SMEE 3.0 development announced! #198542
05/09/07 20:12
05/09/07 20:12
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
SMEE 3.0 development announced!

Hey everyone,

CodeNext Technology Staging Website

For those of you who know of or are owners of SMEE 2.0, you know what this post is all about . If not, you're in for a treat.

As of a few months ago, development has been underway to bring the formerly discontinued SMEE 3.0 project to market. This new release of the software is being built upon a new technology developed in-house called the CodeNext Technology. This technology uses XML and emerging standards to generate shader code based on very general user input. This means that users can very quickly and easily use the software to create shaders of their liking.

Right now, the product is at v3.0.67 and will be releasing a 3.1 closed-beta in the nearing future. This beta will be closed to a limited number of users to test and help us make sure it is ready for full-public release. I will be releasing more information soon on how to get in on the Beta. Beta testers will be able to get the software for a reduced price, but will be required to be active on our database and responsive to our prompts for feedback. There will be need to apply using an application I will make available soon.

Unlike to the original software and v2.0, 3.0 will follow a different pattern than previous steps. It will be released in two editions, Basic and Professional. Basic will only be able to use the built-in component library and will also be restricted in some other forms to what can be made. Professional will be a much more advanced editor and it will include tools for editing and authoring new components from within the editor as well.

The shader tool will come packaged with a set of "template" components in a library of sorts. These components will contain things like standard dynamic lighting, normalmapped lighting, fog, multitexturing, and more. Each component is standalone- and can be combined with other elements, for example you could combine normalmapping with a cubemap, fog, and a uv-scroll for movement all into one shader.

Below is a screenshot showing the current "test" component library, also with a basic shader assembled from core components. There are also "Complete" components that will combine a lot of common components together to create a more complex effect (for example, Complete: Normal Map contains: Common: Model, Common: Tangent Space, Common: UV Mapping, and VS Normal Map). All of these components have the ability to work with several components, for example, Complete: Normal Map and Complete: Environment Bump Mapping both will use VS Normal Map together because they both use the same normalmapping variables. This means that common code is reused between components, resulting in an already optimized shader.



Also, all of the components in the component library are written in XML, meaning it is easy to create your own components and for other users to release "packs" of components that others can combine into their own shaders without any coding skill.

Now, some screenshots (using the kindly released cyberdemon from the D3 mdl pack)
Specular-normalmapping:


Specular-normalmapping + envbump cube map




Best regards,
Daniel Niezgocki / Rhuarc

I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
47 Comments
Re: SMEE 3.0 development announced! [Re: Rhuarc] #198543
05/09/07 20:51
05/09/07 20:51
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
Senior Expert
Machinery_Frank  Offline
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
I am really amazed. This is a very good announcement. I did not expect that.

As an user of SMEE2 I hope to get the chance to become a beta user.

Wish you all the best,
Frank


Models, Textures and Games from Dexsoft
Re: SMEE 3.0 development announced! [Re: Machinery_Frank] #198544
05/09/07 21:24
05/09/07 21:24
Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
Shinobi Offline
User
Shinobi  Offline
User

Joined: Oct 2003
Posts: 560
Germany / NRW / Essen
Looking and sounds great and i hope i can get my fingers on this too

Re: SMEE 3.0 development announced! [Re: Shinobi] #198545
05/09/07 21:43
05/09/07 21:43
Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
W
Wicht Offline
User
Wicht  Offline
User
W

Joined: Sep 2005
Posts: 980
Aue, Sachsen, Germany
I'm so happy. Amazing news. Do your best.
PM me if you need a beta tester ...

Re: SMEE 3.0 development announced! [Re: Wicht] #198546
05/09/07 21:54
05/09/07 21:54
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
Hey wow, nice work!

If you need some more beta testers I'd volunteer too, my current systems:

Core2Duo E6600
ATI X1600XT 256mb
1Gb RAM

P4 HT 3.0Ghz
ATI 9600 256mb
1,5Gb RAM

P4 2,6Ghz
Geforce 5200
1Gb RAM

Really something I'll keep my eye on, that's for sure,

Edit:
Quote:

There will be need to apply using an application I will make available soon.




I see, okey.

Cheers

Last edited by PHeMoX; 05/09/07 21:57.

PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: SMEE 3.0 development announced! [Re: Rhuarc] #198547
05/09/07 23:51
05/09/07 23:51
Joined: Jun 2004
Posts: 655
to your left
BoH_Havoc Offline
User
BoH_Havoc  Offline
User

Joined: Jun 2004
Posts: 655
to your left
wow, this really looks promising!

If the "create your own shader just by clicking"-thingy really works out I will definately buy it.


Shade-C EVO Lite-C Shader Framework
Re: SMEE 3.0 development announced! [Re: BoH_Havoc] #198548
05/10/07 01:23
05/10/07 01:23
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
User
DavidLancaster  Offline
User

Joined: Nov 2004
Posts: 862
Australia
That's really awesome Dan! Is Eric working with you on this?

Re: SMEE 3.0 development announced! [Re: DavidLancaster] #198549
05/10/07 02:50
05/10/07 02:50
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
Rhuarc  Offline OP
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Quote:

That's really awesome Dan! Is Eric working with you on this?




Not really, he doesn't look fondly on c#, which is what a lot of the development is in. He may be doing some work on the manual and website though, since the last manual was well received with tutorials, etc. I've mostly been developing this myself over the last few months, although I have had some short-term developers along for portions of development.

-Rhuarc


I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: SMEE 3.0 development announced! [Re: Rhuarc] #198550
05/10/07 04:41
05/10/07 04:41
Joined: Mar 2003
Posts: 3,010
analysis paralysis
NITRO777 Offline
Expert
NITRO777  Offline
Expert

Joined: Mar 2003
Posts: 3,010
analysis paralysis
Looking great. Thats exciting news.

Re: SMEE 3.0 development announced! [Re: NITRO777] #198551
05/10/07 07:22
05/10/07 07:22
Joined: Jun 2005
Posts: 4,875
broozar Offline
Expert
broozar  Offline
Expert

Joined: Jun 2005
Posts: 4,875
yesss! awesome.
now, why do we always have to wait until an ingenious forum member like rhuarc develops a tool that's been announced on the conitec site for so long?

i tried to program something like this, too, but failed with the engine preview integration and the inability to edit more than one skin material. how did you solve this?

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