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Re: New Unigine Real-Time Demo [Re: Ambassador] #132887
06/01/07 18:20
06/01/07 18:20
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
"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 ?

Re: New Unigine Real-Time Demo [Re: Ambassador] #132888
06/01/07 20:39
06/01/07 20:39
Joined: Sep 2002
Posts: 8,177
Netherlands
PHeMoX Offline
Senior Expert
PHeMoX  Offline
Senior Expert

Joined: Sep 2002
Posts: 8,177
Netherlands
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


PHeMoX, Innervision Software (c) 1995-2008

For more info visit: Innervision Software
Re: New Unigine Real-Time Demo [Re: PHeMoX] #132889
06/01/07 21:04
06/01/07 21:04
Joined: Aug 2000
Posts: 7,490
O
Orange Brat Offline

Senior Expert
Orange Brat  Offline

Senior Expert
O

Joined: Aug 2000
Posts: 7,490
I'll come out from behind my smartaleck post above.

I averaged somewhere around 20-25 fps and it dipped into the teens with DOF and that one blur option enabled. The DOF seemed to be the culprit, though. I've got a 2.4ghz Pentium IV 512 RAM and a GeForce 7600 GS 512RAM. It did look cool, though, and it has a nice feature set. The price seems fair for what you're getting, but I'm guessing all of this can be done in good ol' 3DGS if you have the proper shaders (A6 or and esp. A7).

Our main concern is having it all handy dandy at our fingertips in some kind of easy to get at way. That's actually a very strong selling point, IMHO (you can't beat user friendly access). I guess that's what all the features being added to WED in recent updates is all about, though. You've gotta see the big picture and try and read Conitec's mind when it comes to this.


My User Contributions master list - my initial post links are down but scroll down page to find list to active links
Re: New Unigine Real-Time Demo [Re: Ambassador] #132890
06/01/07 21:33
06/01/07 21:33
Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
Puppeteer Offline
Expert
Puppeteer  Offline
Expert

Joined: Jan 2007
Posts: 2,247
Deutsch Niedersachsen
40 fps (high details)
With this 1 year old computer


Formally known as Omega
Avatar randomness by Quadraxas & Blade
http://omegapuppeteer.mybrute.com
Re: New Unigine Real-Time Demo [Re: Puppeteer] #132891
06/02/07 05:31
06/02/07 05:31
Joined: Mar 2006
Posts: 2,503
SC, United States
xXxGuitar511 Offline
Expert
xXxGuitar511  Offline
Expert

Joined: Mar 2006
Posts: 2,503
SC, United States
All those shaders can be done in 3DGS, but 3DGS would run @ < 1 FPS


xXxGuitar511
- Programmer
Re: New Unigine Real-Time Demo [Re: xXxGuitar511] #132892
06/02/07 08:12
06/02/07 08:12
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
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
Re: New Unigine Real-Time Demo [Re: Machinery_Frank] #132893
06/02/07 09:20
06/02/07 09:20
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
OK Frznk_G
if you say you've tested a demo on your PC with all you said ,
polygons, animated characters , physics alla running smoothly with
some shaders , than ok , the engine is really next gen efficient.

But we should also have such demo to test it.

Strane you say the temple scene have 500 000 ploys ?
i talk about the temple demo that is a simple room , simple 3D models with bump map and shaders ... i don't know if we can turn wireframe display to check this out ?

Re: New Unigine Real-Time Demo [Re: Machinery_Frank] #132894
06/02/07 09:23
06/02/07 09:23
Joined: Oct 2004
Posts: 900
Lgh
rojart Offline
User
rojart  Offline
User

Joined: Oct 2004
Posts: 900
Lgh
I know one AFTERFALL game project, that uses this Unigine game engine.



Description of Afterfall Game Engine


Regards, Robert

Quote
Everything should be made as simple as possible, but not one bit simpler.
by Albert Einstein

PhysX Preview of Cloth, Fluid and Soft Body

A8.47.1P
Re: New Unigine Real-Time Demo [Re: TheExpert] #132895
06/02/07 09:32
06/02/07 09:32
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline OP
Senior Expert
Machinery_Frank  Offline OP
Senior Expert

Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Quote:

Strane you say the temple scene have 500 000 ploys ?
i talk about the temple demo that is a simple room , simple 3D models with bump map and shaders ... i don't know if we can turn wireframe display to check this out ?




You can read that at their website and you can switch wire frame on in the demo. And you can move camera freely and go to the statues. The angel with wings for example is not a simple model as well as all the other detail objects in this room.


Models, Textures and Games from Dexsoft
Re: New Unigine Real-Time Demo [Re: Machinery_Frank] #132896
06/02/07 16:56
06/02/07 16:56
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
OK sorry Frank_G.

And the project using it , above your post , is animated models with
normal mapps it seems, shadaows, dynamic light ...
Well it seems Uningine is one among some other
complete Next Gen engine with all tools needed.

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