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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: Samb] #198562
05/11/07 15:48
05/11/07 15:48
Joined: Jul 2002
Posts: 2,813
U.S.
Nadester Offline

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Nadester  Offline

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Joined: Jul 2002
Posts: 2,813
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Ahoy... glad to see this is still progressing.


--Eric
Re: SMEE 3.0 development announced! [Re: Samb] #198563
05/12/07 17:16
05/12/07 17:16
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
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fastlane69  Offline
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Joined: Mar 2003
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Quote:

sphere got all shaders you need. you have just to figure out how to use them




Which seems to me what SMEE provides, an easier interface to work with shaders.
My impression is that there are less shaders than you might achieve with Sphere but they are infinitely easier to customize. Yes/no?

Re: SMEE 3.0 development announced! [Re: fastlane69] #198564
05/12/07 17:43
05/12/07 17:43
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
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Rhuarc  Offline OP
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
What SMEE is, is a shader authoring tool. It allows the user to create a shader for whatever purposes they need. It's arbitrary what can be made... it's all up to the users creative sense. It works entirely within an out-of-the-box A6 engine without any plugins.

Sphere, on the other hand, is a set of already-defined shaders coupled with a rendering DLL that allows people to extend specific effects to their games.

Sphere is for using the shaders that come with it, where SMEE is for creating shaders.

-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] #198565
05/13/07 02:47
05/13/07 02:47
Joined: Mar 2003
Posts: 5,377
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fastlane69 Offline
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fastlane69  Offline
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Quote:

Sphere is for using the shaders that come with it, where SMEE is for creating shaders.




Perfect thanks!

Re: SMEE 3.0 development announced! [Re: fastlane69] #198566
05/15/07 05:26
05/15/07 05:26
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
Rhuarc  Offline OP
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
For those who are interested, there is now a development blog:
CodeNext / SMEE3 Development Blog

Cheers,
Daniel


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] #198567
05/17/07 21:34
05/17/07 21:34
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
Nice Rhuarc. For a moment I thought you gave up on SMEE. So we can buy the new version this year maybe or when A7 is released?


smile
Re: SMEE 3.0 development announced! [Re: fastlane69] #198568
05/20/07 04:30
05/20/07 04:30
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline
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Matt_Aufderheide  Offline
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M

Joined: Oct 2003
Posts: 4,131
Quote:

Quote:

sphere got all shaders you need. you have just to figure out how to use them




Which seems to me what SMEE provides, an easier interface to work with shaders.
My impression is that there are less shaders than you might achieve with Sphere but they are infinitely easier to customize. Yes/no?




It is a mistake to compare Sphere with SMEE; they are entirely different things..One can use SMEE to make shaders, while Sphere is essentially an additional renderer that adds rendering features, not only shaders. The shaders themselves are of less importance than the Direct3D methods exposed.

There is no reason you cant make shades in SMEE and run them in a SPhere application...one doesnt replace the other.


Sphere Engine--the premier A6 graphics plugin.
Re: SMEE 3.0 development announced! [Re: Matt_Aufderheide] #198569
05/20/07 18:08
05/20/07 18:08
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
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Rhuarc  Offline OP
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Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Good points here, Matt.

And really, there is no reason SMEE3 could not support Sphere natively, and even as a preview renderer.

-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] #198570
05/21/07 02:24
05/21/07 02:24
Joined: Mar 2003
Posts: 5,377
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fastlane69 Offline
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fastlane69  Offline
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Quote:

There is no reason you cant make shades in SMEE and run them in a SPhere application




Quote:

there is no reason SMEE3 could not support Sphere natively, and even as a preview renderer.





Nice! This is exactly the kind of workflow answer I was after.
Thank you Matt and looking forward to your works Rhuarc!

Re: SMEE 3.0 development announced! [Re: fastlane69] #198571
05/21/07 19:46
05/21/07 19:46
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Joined: Apr 2006
Posts: 1,551
Netherlands
Just curious Rhuarc, but are you thinking about having Sphere as the rendering preview inside SMEE3 (for those who own Sphere), as an optional feature?


smile
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