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Re: AGEngine [Re: PHeMoX] #122686
04/12/07 17:37
04/12/07 17:37
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
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I like 3D engines , i collect them for the pleasure

what yours will have better compared to A7 , Torque advanced engine and some others ?
it will be only an engine , no world/terrain/shader editors ?

Indeed you are strong programmers if you can make a complete 3D engine

keep it up !

Re: AGEngine [Re: TheExpert] #122687
04/13/07 04:39
04/13/07 04:39
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
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what the heck, positive comment from you
j/k

Quote:

what yours will have better compared to A7 , Torque advanced engine and some others ?



what we will have better than A7...
...


...

*silence*


I dunno, but one quess is default-shader support, meaning you don't need to write common (normal, bump, bloom, tonemap, parallax, water, etc..) shaders yourself, but use our stock shaders. (tho this isn't an engine feature, but mostly an helping hand).

we don't kinda create this to be better than any of the other engines around here. My target is to make it easy to use and as powerful as possible.

Quote:

it will be only an engine , no world/terrain/shader editors ?



not sure yet, at least shader pipeline-editor would be very useful, as also combined terrain and world editor. But these are in the future

Note too that world editor is an must for easy to use if we plan using complex cullmaps in the level file.


"Yesterday was once today's tomorrow."
Re: AGEngine [Re: Inestical] #122688
04/13/07 21:17
04/13/07 21:17
Joined: Apr 2005
Posts: 3,815
Finland
Inestical Offline OP
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En Ewws:

I just finished making the LOD objects (automaticmeshtransformbasedondistance-thing) and I'm off in making GUI objects

soon... I think I can get basic image support done by the weekend and I'm posting some shots.. Can't promise that tho.

Anyone want the current example (LOD) as .exe just spam me at the MSN. Demo does not require more than OpenGL 1.2 if it works as I hope. Otherwise make sure you have OpenGL 2.0+ card plugged in

Note that when I get feature done I will have new example. Meaning I get feature done - you can crash your pc trying to view it.


"Yesterday was once today's tomorrow."
Re: AGEngine [Re: Inestical] #122689
04/17/07 21:34
04/17/07 21:34
Joined: Apr 2005
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Inestical Offline OP
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I'm currently fixing some last bugs out of the panels, soon.. I'll post some shots..


"Yesterday was once today's tomorrow."
Re: AGEngine [Re: Inestical] #122690
04/18/07 06:51
04/18/07 06:51
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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nice to see progress in this engine


BASIC programmers never die, they GOSUB and don't RETURN.
Re: AGEngine [Re: bstudio] #122691
04/18/07 18:00
04/18/07 18:00
Joined: Apr 2005
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Inestical Offline OP
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woooh... it was pretty stupid mistake... anyways I got the shot taken ^^
Panels rendered with trianglestrips with screencoordinates, you can use one of the following rendering modes:

AGE_PIXELDRAW - slowest, uses glDrawPixels, and as we all know 2D sux at OpenGL
AGE_QUAD - fast, uses primitive positions and materials
AGE_TRIANGLE_STRIP - fastest and recommended, uses trianglestrip with primitive positions and materials

Layering will be decided with the order of the rendering. Some time later I will make manager that sorts out the rendering by given layer.

( Sorry for the Ms Paint lowdown in the jpeg quality )





"Yesterday was once today's tomorrow."
Re: AGEngine [Re: Inestical] #122692
04/18/07 21:30
04/18/07 21:30
Joined: Apr 2005
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Inestical Offline OP
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Okay, this might be childish... but....


Without any kind of culling (meaning off-screen objects were rendered too.

(1,417,280 polygons out of 1000 objects with 78 fps.)

Now off to sleep and tommorow I'll make text objects.. Then the culling...

EDIT:
As a sidenote: this demo consumed "hugely" 12.5 megabytes of memory ^^

Last edited by Inestical; 04/18/07 21:40.

"Yesterday was once today's tomorrow."
Re: AGEngine [Re: Inestical] #122693
04/19/07 06:10
04/19/07 06:10
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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That's quite a nice FPS you got there. Image how it would be with backface culling


BASIC programmers never die, they GOSUB and don't RETURN.
Re: AGEngine [Re: bstudio] #122694
04/19/07 06:47
04/19/07 06:47
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Inestical Offline OP
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using OpenGL backface culling, the fps dropped by 10...


"Yesterday was once today's tomorrow."
Re: AGEngine [Re: Inestical] #122695
04/19/07 08:02
04/19/07 08:02
Joined: Aug 2006
Posts: 652
Netherlands
bstudio Offline
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:S isn't backface culling supposed to be faster as it renders less polygons


BASIC programmers never die, they GOSUB and don't RETURN.
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