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Submitted by , posted on 23 March 2004



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Here are a few shots of the my latest engine. My goal is to develop a compact, flexible engine so I can easily develop (small) games and demos. At the moment, I am focusing on the new shader-based renderer (hence the interesting artwork). A few highlights:
  • per-pixel diffuse & specular lighting
  • dynamic lights and stencil volume shadows
  • fake-HDR (bloom, glare/glow and afterimage filters)
  • Later on, I plan to add atmospheric light scattering for even more realism. Realism is good :).

    The engine uses a hierarchical scenegraph coupled to a dynamic octree for fast spatial queries. Most of the non-graphics functionality is derived from middleware (Tokamak for physics/collisions, FMOD for sound, Lua for scripting).

    cheers,
    Jim Offerman
    Innovade.



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