Aug 27 2012 11:34 AM
Some images of a game/engine I've been working on for about two years now. The idea is to create some sort of multiplayer skirmish featuring basic stuff like deathmatches, CTF and so on. But as I lost my creativity at the age of 14, the game has taken a direction of being a more like a template for those who have the actual ideas.
I designed the engine to be highly moddable: every mod will be provided as zip or 7-zip archives that can patch each other when loading the game. With xml and scripting users can implement new types of enemies, vehicle and player classes, game modes and visual effects.
Current features summer 2012: Hardcoded features: -DirectX 11 HDR rendering -Cascaded variance shadow maps (not fully finished though, too much peter-panning when the scene gets bigger) -Dual-paraboloid variance shadow maps -Dynamic impostors (works somehow, the update logic still needs a proper implementation, also some issues with depth and ambient occlusion) -Particle rendering -Skeletal animation, linear+additive blending (animation layers) - integration with physics (ragdoll -> animation transitions) is still WIP -CCD IK (bugs badly atm, needs investigation) -Fork and join multithreading using Intel's TBB (includes rendering, physics and update logic) -SSE2 +optionally SSE4.2 instructions -PhysX 3.2 -APEX destruction (rendering code not finished yet, some issues with the existing pipeline) -Angelscript (indirectly controls everything and makes the actual game, event-based system) -Component based actors (all objects in the images are actors, including sky, triggers, snow particle system and light sources) -XML defined actors, materials (forward shading, post-processing and physics) and entities -Terrains - about 10% completed... Ready enough to put it in the list . I wanted it mainly for the ocean, but not a priority for now. -Decals, not that great support either, but I'm working on that -Asynchronous data loading from zip and 7z archives -Basic font rendering, console interface (also with user implemented scripted commands)
Datadriven features (some examples of have been done): -Tonemapping -HBAO -SMAA -Ragdolls -Wide variety of lighting models -Translucency approximations -DXT5 compressed normal maps -Detail/Phong tessellation (Palm leafs were too jaggy, phong tessellation fixed the problem)
Some comments about the images: 1. Overview of the test scene I've been using. It's a bit dumb with all the hovering buildings and layers, I still lack a proper level editor. 2. Same scene at night 3. Basic flight simulation. Forces and torques are applied by script, the physics engine handles the rest. It'd probably be more interesting if there was something to fly above instead of a runway and a boring skybox. I'm thinking about the ocean here. With current features it's possible to implement a smoke trail, but I'm too lazy for that. 4. Playable animated character standing on a playable aircraft! I should find some clothes for this dude. But the gilded rifle is already there!
Most of the models visible were bought from dexsoft sales.