Gamestudio Links
Zorro Links
Newest Posts
Help with plotting multiple ZigZag
by degenerate_762. 04/30/24 23:23
M1 Oversampling
by 11honza11. 04/30/24 08:16
Trading Journey
by howardR. 04/28/24 09:55
Zorro Trader GPT
by TipmyPip. 04/27/24 13:50
Data from CSV not parsed correctly
by jcl. 04/26/24 11:18
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
3 registered members (AndrewAMD, Quad, M_D), 1,217 guests, and 1 spider.
Key: Admin, Global Mod, Mod
Newest Members
firatv, wandaluciaia, Mega_Rod, EternallyCurious, howardR
19050 Registered Users
Previous Gallery
Next Gallery
Print Thread
Rating: 2
Page 2 of 5 1 2 3 4 5
Iridium Engine - Ground Tactics #246180
01/13/09 22:53
01/13/09 22:53
5 Images
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Iridium Engine - Ground Tactics

Hey,
Here is the project that I have been working on for the last month or so. I call it the Iridium Engine. Designed for the upcoming game "Ground Tactics," Iridium features cutting edge real-time rendering as an add-on to 3D Gamestudio. Iridium is built upon a deferred rendering architecture that allows for an extremely high number of polygons and dynamic lights to be rendered without slowing down the framerate. So far, using pixel shader 3.0, over 100 dynamic lights can be rendered attributing to ambient, diffuse, specular, and emissive terms.
Iridium also features real-time Ambient Mapping and real-time Radiosity Mapping to increase the realism of the scene. Some major features implemented in Iridium include:
-Dynamic ray-traced reflections and lighting
-high quality relief mapped enviroment with different shaders for multiple hardware capabilities
-Multi-Plane Parallel-Split Shadow Mapping with an advanced derivative solver for extremely soft and accurate shadow mapping.
-shadow mapping for up to 8 omni-directional lights and sunlight.
-512x sampling SSAO with relief-mapping support.
-enviromental illumination from all sources.
-Ultra High Dynamic Range (UHDR) rendering offers twice the gamma output as regular HDR (this is Pixel Shader to Screen, no value clamping!)
-scene managment for sustained fps.
-high fps - around 90 with 0.5 million polys on most average gaming PCs!

I hope you like the engine. The engine is currentley in version 4.0b and is still in development.

-Michael H. Auerbach-
41 Comments
Re: Iridium Engine - Ground Tactics [Re: ISG] #246421
01/15/09 06:19
01/15/09 06:19
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
Serious User
croman  Offline
Serious User

Joined: Nov 2007
Posts: 1,032
Croatia
awesome smile
yepp ISG is right, and FPS on my testing pc was even higher, little under 100 but i'm using Vista which limits the FPS to 100, i think



Ubi bene, ibi Patria.
Re: Iridium Engine - Ground Tactics [Re: Pappenheimer] #246556
01/15/09 16:35
01/15/09 16:35
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
yeah that opserver.de thing is weird, how do you do it pap?


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Iridium Engine - Ground Tactics [Re: Nowherebrain] #246569
01/15/09 18:00
01/15/09 18:00
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
Senior Expert
Pappenheimer  Offline
Senior Expert

Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Originally Posted By: Nowherebrain
yeah that opserver.de thing is weird, how do you do it pap?

?

Do you mean, looking at the pictures? Changing from coniserver to opserver?

Re: Iridium Engine - Ground Tactics [Re: Pappenheimer] #246578
01/15/09 18:31
01/15/09 18:31
Joined: Feb 2008
Posts: 46
California
E
ecg_limey Offline
Newbie
ecg_limey  Offline
Newbie
E

Joined: Feb 2008
Posts: 46
California
wow, now i'm envious!!! looks pretty good smile

Re: Iridium Engine - Ground Tactics [Re: Nowherebrain] #246587
01/15/09 19:18
01/15/09 19:18
Joined: Nov 2007
Posts: 1,032
Croatia
croman Offline
Serious User
croman  Offline
Serious User

Joined: Nov 2007
Posts: 1,032
Croatia
http://www.opserver.de/ubb7/ubbthreads.php?ubb=cfrm

use this link instead of your previous 3dgs forum link, if that's what you're asking smile



Ubi bene, ibi Patria.
Re: Iridium Engine - Ground Tactics [Re: croman] #246642
01/16/09 02:50
01/16/09 02:50
Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
Nowherebrain Offline
Serious User
Nowherebrain  Offline
Serious User

Joined: Jul 2005
Posts: 1,002
Trier, Deutschland
yeah, what is with the opserver page being the same?


Everybody Poops.
here are some tutorials I made.
http://www.acknexturk.com/blender/
Re: Iridium Engine - Ground Tactics [Re: Nowherebrain] #246670
01/16/09 11:27
01/16/09 11:27
Joined: Apr 2007
Posts: 249
Louisana, USA
Ilidrake Offline
Member
Ilidrake  Offline
Member

Joined: Apr 2007
Posts: 249
Louisana, USA
When will it be available and how much. I'm serious too. i need this plugin.


Just Because Your Paranoid Doesn't Mean They Aren't After You...Because They Really Are

http://spearbang.awardspace.com/news.php
Re: Iridium Engine - Ground Tactics [Re: Ilidrake] #247314
01/20/09 04:49
01/20/09 04:49
Joined: Aug 2002
Posts: 402
USA
lionclaws Offline
Senior Member
lionclaws  Offline
Senior Member

Joined: Aug 2002
Posts: 402
USA
Foxfire:
Sweet!...why not post a small demo for the community to try out?.I understand it's still in the development phase.This will help you finalizing the add-on to 3DGS instead of waiting till everything is complete. Looks really good,the features are very promissing.Looking forward to a demo.


Good lighting doesn't just happen,it's designed.
Re: Iridium Engine - Ground Tactics [Re: lionclaws] #247461
01/21/09 01:15
01/21/09 01:15
Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
Drew Offline
Serious User
Drew  Offline
Serious User

Joined: Jan 2002
Posts: 1,276
trapped in a paper bag
looking forward to it, looks great


Drew Medina
Game Developer (Artist)
Personal & professional website
Deviant Art
My Blogspot
Re: Iridium Engine - Ground Tactics [Re: Drew] #248574
01/27/09 19:42
01/27/09 19:42
Joined: Apr 2008
Posts: 235
TEXCOORD3
Foxfire Offline OP
Member
Foxfire  Offline OP
Member

Joined: Apr 2008
Posts: 235
TEXCOORD3
hey,
I'm not sure if i will publish this only because I designed it exclusivley for Ground Tactics. HOWEVER, I still OWN the rights to Iridium so I will talk to my partners and see what they think.

To be honest I did not expect this much demand for the engine. It is very likely that this will be available (for a price) for use with commercial projects.

Because you all seem very interested, I thought I might share the newest (version 5.0b architecture) with all of you smile

This system is still defered, but now runs on an advanced BSP tree system that only renders lights, shadows, and effects based on the viewing frustrum. This system is based on the standard 3DGS BSP engine but uses meshes to convey "true" lighting boundries (a light could be around a corner but still add radiosity). Because the engine is deferred and only renders currentley used lights (the boundries are dynamic btw), the number and speed of rendering lights is greatly improved. Up to 255 dynamic shadow casting lights can be rendered in one view at a time - this is only limited because the system stores the cull values in a single BYTE variable.

Post Processing effects are easily integratable. In fact, bloom, HDR, and emissive lighting (glow) as well as reflection and refraction are built into the engine and are used by default. Because the engine is deferred, the equivelent of ultra-high quality full screen anti-aliasing and infinite LOD mip-mapping are default and literally have a 0% performance cost.

Right now, I am working on an organized API with which client programmers can set resolution, upscaling, gamma scales, HDR , and other variables with simple i_function(parameters) functions.

Because the engine is designed to be commercial, there are several useful professional release tools included! An advanced program can detect and set optimal graphics settings based on the individual machine. Another program dynamically monitors performance and GPU core temperature to maintain a smooth, safe, and optimal playing experience.


When (if) the engine is released, it will most likely cost the developer a fixed price. I am not sure how much to charge, let me know what you think is a fair price wink

-Mike-


http://www.groundtacticsgame.com/
Alienware m17x R Custom laptop
specs:
Intel Core 2 Extreme Quad CPU Q9300
2x Nvidia 280GTX 2GB vram
6GB ddr3 memory@ 1333Mhz
512GB SSD
1200p 17' screen
runs Crysis Warhead on max settings at 1200p at 90 fps
Page 2 of 5 1 2 3 4 5

Moderated by  jcl, Realspawn, Spirit 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1