Wow...........
Are you an idiot? They are advertising an engine to be licensed. It's supposed to look as good as possible. It's up to the developers of the games using it to make sure they have substance...
Sometime in the near future. I know that's pretty vague but it's all I got right now :)
An old team member had a breakdown and deleted them before I could back most of them up. The engine has changed names and a new page is being created, along with a new set of videos and screenshots
This page is no longer used, the engine has changed names and a new page is being created.
But with a few tricks the mapper doesn't have to worry about it. Without giving out too much details yet, a mix of regular polygons, volume slices and a2c imposters can get you full map of grass with dynamic lighting and shadows per blade on d3d10 hardware at well over 60fps.
Dragonlord, have you ever heard of LOD or instancing? Sure any engine can brute force render polygonal grass, but that's just bad programming
What it comes down it is the grass he was talking about is maybe a day or 2 of extra work for me on the engine (which is a separate project, and has the time and resources to do that kind of thing). Obviously gameplay is more important than graphics. No point to be arguing over it.
It's a possibility, but there's still alot of work to be done before we start thinking of that.
Well it is possible with dx10, and even more so with dx10.1, but its still really slow compared to for a forward renderer. For high end cards it will probably run decent, otherwise there is edge AA kinda like in crysis. I don't really like edgeAA but its better than nothing. But no you can't force msaa in the control panel
Thanks for your comment. It's a refraction shader, so it is distorting the scene behind it. Although definitely not the best shot to show that ;)
yeah there can be caves and stuff like that. you can use an alpha map to mask off "holes" or areas you want empty and add regular geometry there. editing with voxels is a possibility if this doesn't give artists enough freedom
Thx! I didn't work on it for a long time, but lately I have been improving things quite a bit. You should check back after the update that's coming near jan 20th ;)
1. I'm not making a game, there are no game screenshots anywhere on here and certainly nothing to do with CryEngine 2
2. It's the same engine, just old pics from dec 2007 before the name was changed. Maybe you should read the description?
Tentative date of Jan 20th. But possibly before then. There will also be another large update a couple weeks after that:)
Well for now since it is still some months from being finished, it is only used by Miriscus Interactive. Down the road if we decide to license it, it will most likely not be for free as a lot of work has gone into it.
Yes it is similar in result to parallax occlusion mapping, but its a bit different. Instead of just blindly tracing a ray, it uses precomputed cone step texture that speeds up the tracing by quite a bit, and also handles big changes in height alot better. CSM, POM and relief mapping are all very similar in result but are different algorithms. The optimization from the other image can be applied to POM as well, it just removes the restriction of texture boundaries.
Yup that's programmer art for ya:) I just threw together a random scene for testing the physics
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