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MiNDHiVE

vEngine site goes up!

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Hey all, I''m a Computer Science/Software Dev. student from Australia and I''m working on a game engine in my spare time called vEngine (Vast Engine). At the moment it''s just heightmap based terrain, but it will be extended to eventually encompass indoor rendering also aswell as the none gfx side of things. Anyway, I just put a site up a couple of days ago and there is finally some shots and other things there worth looking at. http://www.crosswinds.net/~mindhive/ Any constructive comments on the site design and the screenshots (positive or negative) are more than welcome. Thanks in advance for taking a look!

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Guest Anonymous Poster
How are you doing the lighting, or more specifically the soft(?) shadows?

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Guest Anonymous Poster
I realize it says raytraced, but there are several ways it could be "raytraced".

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Anonymous:
My shadows are ''baked'' onto the base texture at texture generation. What I do is I start from the x,y,z coordinates of every pixel on the texture relative to the heightmap and trace them back along the light vector. If at any stage the y value for a point is less than the relative height value then it is considered a collision and the point is shadowed. If ray is traced outside the bounds of (0,0,0) and (255, 255, 255) without intersection then the point is lit. Once the texture is synthesised and lit I do a 3x3 multisample of every point primarily to eliminate the effect of texture scaling, this also provides the shadows with a nice ''soft'' effect.

The algorithm is extremely effective and quite realistic but is too slow to be done at compile time. When I create my level editing tool the textures will be created within that, for the moment I''ve made a simple console application that takes the relevant parameters. The program has many limitations that need to be addressed, but my priority is getting the engine more functional, not making the graphics prettier. Atleast not for the moment

[url=http://www.crosswinds.net/~mindhive/]vEngine Homepage[/url]

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Guest Anonymous Poster
Depending on how fast your code is, you could achieve a nice night to day to night effect by updating the shadowmap in a low priority thread.

Differenct Anon. BTW.

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