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Onyx Engin3 (tm)
#200604
04/04/08 20:34
04/04/08 20:34
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Joined: Apr 2008
Posts: 235 TEXCOORD3
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Onyx Engin3 (tm)
Hello. This is a screenshot taken from a early test of my upcoming shader engine: 'Onyx Engin3' (tm). Onyx adds several state of the art rendering techniques found in such high end rendering software as 3ds max and Maya. Onyx will be free with all versions of Gamestudio except for use in published products. This image is about 6 months old, at this time i would not like to release recent images as to protect the engine's unique structure. Onyx Engin3 (tm) will also feature per-pixel realtime shader effects allowing individual pixels to have unique qualities. I will release more features in the near future. -Foxfire, Onyx Software- Note: some models/textures are from public domain and are now receiving credit. Onyx,Onyx Engin3,Engin3, and the Onyx logo are trade marks of Onyx Software.
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Re: Onyx Engin3 (tm)
[Re: Foxfire]
#200608
04/04/08 20:46
04/04/08 20:46
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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Posts: 235
TEXCOORD3
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By the way; I suppose i should introduce myself. I am the founder of Onyx Software (tm) and am currently working on a revolutionary sading engine and first person shooter online game. We have a total staff of only 7 students and have spent the last 3 years developing the engine and over 7 years planning and 2 years developing our debut title, which should be available in a year or two. We are dedicated to creating epic games stressing both "book-worthy" plots and character development and cutting-edge graphics. We work exclusivley with the A7 engine for our games' foundations. Our current fps project imparts all of these expectations and will be released only when it is "perfect." The game (untitled) will be the first ever to incorporate per-pixel multi-rendering, dynamic level geometry (walls are somewhat destroyable), sand physics, and "glitch" shading; a feature that allows small deviations of code to alter minor details in textures, allowing for a more realistic experience based on atmospheric changes. In addition, we are proud to use intense AI in addition to our own AI programming to create a realistic and challenging experience. Until our debut, cheers! - Foxfire -
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
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Re: Onyx Engin3 (tm)
[Re: Foxfire]
#200611
04/04/08 20:50
04/04/08 20:50
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Joined: Apr 2008
Posts: 235 TEXCOORD3
Foxfire
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Posts: 235
TEXCOORD3
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Hello again. Estimated time is very hard to say, however, if you (the consumer) simply want the engine to implement with your own interface (youll need to add structs and wdls), it should be soon. Also, depending on our success, the commercial price will be from cheap to astronomical to unavailable as this is truly the epitome of shader technology. HOWEVER, if you have a game that is just for recreation, you can be assured that the free version (Onyx: Limited (tm)) will be free
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
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Re: Onyx Engin3 (tm)
[Re: Slin]
#200616
04/04/08 21:39
04/04/08 21:39
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
Rabbit Developer
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Rabbit Developer
Joined: Apr 2005
Posts: 3,815
Finland
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Yo, the screenshot doesn't show much. Give us video, so we can see this engine in action. I googled for Onyx Software, and found CRM company. Is this yours, or are you just bunch of students with high hopes? Also, don't use trademarks (tm) without actually owning the trademark, and the trademark costs are bit too much for an average student Anyways, if what you say is true, I'm really excited to see what this will become (propably an TUSC - the shaders, but let's see)
"Yesterday was once today's tomorrow."
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Re: Onyx Engin3 (tm)
[Re: Foxfire]
#200619
04/04/08 21:58
04/04/08 21:58
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Joined: Sep 2003
Posts: 3,236 San Diego, CA
Marco_Grubert
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Joined: Sep 2003
Posts: 3,236
San Diego, CA
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"Note: some models/textures are from public domain and are now receiving credit." Where is that credit you mention? "the epitome of shader technology" What is ? I see some fog on the left and a shadow on the right. As a friendly note I would recommend dropping the trademark notices- they look a little overblown and with a generic name such as Onyx you are sure to get into legal issues with a dozen other companies also using that name. Also, don't use trademarks (tm) without actually owning the trademark, and the trademark costs are bit too much for an average student ;\) He's using (tm), not (r), thus no costs and no registration required.
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Re: Onyx Engin3 (tm)
[Re: Marco_Grubert]
#200629
04/04/08 23:04
04/04/08 23:04
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Joined: Aug 2007
Posts: 56 Maine
NITRO_2008
Junior Member
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Junior Member
Joined: Aug 2007
Posts: 56
Maine
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Why would I, as a consumer, want to pay 'astronomical' prices for a product that doesn't exist yet? Especially based upon that screenshot. I think you would have better luck if you had a real(tm) product. Don't get me wrong, I'd pay good money for 'the epitome of shading technology' but please don't tease me like this.
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Re: Onyx Engin3 (tm)
[Re: Spirit]
#200656
04/05/08 06:51
04/05/08 06:51
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Joined: Mar 2006
Posts: 3,538 WA, Australia
JibbSmart
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Expert
Joined: Mar 2006
Posts: 3,538
WA, Australia
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@Foxfire (tm?): what this is is a trust exercise. you give us nothing (except a decent looking screenshot which exhibits nothing special) and expect us to trust that this is the "epitome of shader technology". the trouble is, for anyone who isn't ridiculously gullible) trust isn't something you get by default and then lose by failure and treachery. trust is something that you are totally devoid of until you earn it. and you haven't earned it here, i'm afraid. basically: no one believes you; not because we have a reason not to, but because we have no reason to. also because you're not the first to make wild claims, but most never see them through. The game (untitled) will be the first ever to incorporate per-pixel multi-rendering, dynamic level geometry (walls are somewhat destroyable), sand physics, and "glitch" shading; let's break this down: per-pixel multi-rendering (google and wikipedia say that this is the name of ATI's version of SLI?), dynamic level geometry (nice, but not new), sand physics (what's this? sounds like fluid-dynamics to me), and "glitch" shading... ...a feature that allows small deviations of code to alter minor details in textures, allowing for a more realistic experience based on atmospheric changes this doesn't sound unique either, but maybe your implementation is. but i'm sure you can see why this seems like sensationalist exaggeration. julz
Formerly known as JulzMighty. I made KarBOOM!
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