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Submitted by Matthew Riek, posted on October 21, 2000




Image Description, by Matthew Riek



Here is few screenshots from our first attempt at a 3d engine. We coded the engine as a uni project and hope to do alot more with it after graduation. The engine is a portal/bsp hybrid with obb frustum culling for intricate world objects. Screenshots, bottom left shows a static model with a transparent convex hull and obb, bottom centre is another model demonstrating lightmapping, bottom right shows a mirror and up the top is the courtyard in our current test level. We are currently getting ~100fps on a TNT2 with celeron 400. Still to go, lots :). We are working on curved surfaces (Q3 insired of course), finishing animation, dynamic lighting and shadows. When exams are over, we will set up a site from which a walk around can be downloaded.


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
Timothy Barnes

October 21, 2000, 02:00 PM

that's pretty for a first attempt kinda thing

 
Oscar Rydberg

October 21, 2000, 02:49 PM

Looks nice, but what's included in Your 100fps?

Collissions? How many polys/frame more or less?

 
David Frey

October 21, 2000, 05:17 PM

Look nice so far. Are those static or dynamic shadows in the bottom center and bottom right?

 
spinlock

October 21, 2000, 05:48 PM

g'day all.
Oscar and Dave, that fps is our average for static world redrawing and collision detection... timings for collision detection averages 0.0001ms. we've found quite a few ways to improve redrawing speed recently but will not implement untill we do a complete re-write of the engine. Main speed increases will come from the realisation that hardware zbuffering can cull a triangle quicker than the time taken to clip it to the portal. The shadows in the two bottom shots are light mapped shadows. atm we have dynamic lighting, but dynamic shadows are further down on the feature list :).

thanx for the comments, later :)

 
Tim Auld

October 21, 2000, 09:45 PM

0.0001ms... that's pretty good. Correct me if I'm wrong, but for a Celeron 400, there are about 400,000,000 cycles per second. That means in each millisecond there are 400,000 cycles. In 0.0001ms there are 0.0001*400,000 = 40 cycles. I would be impressed if you could do any reasonable amount of collision detection in 40 cycles. Perhaps you should check the accuracy of your timing?

Tim

 
spinlock

October 21, 2000, 10:18 PM

sorry, my mistake, it is .0001 seconds, not milli seconds :o). i'd like to be able to do collision detection in 40 cycles :o). later.

 
VgP

October 22, 2000, 05:39 AM

Looks nice !

Have you used a particular library (such as Direct3D or OpenGL) to do the engine ?

I'm interested because I'm coding an engine under with DirectX.

Ah, another thing, which methos do you use to cast the shadows ?

Bye

 
MrDevlin

October 22, 2000, 07:24 AM

This looks really cool!!!!!, especially the lightmap shadows of the chair and the statue. I suppose you use lightmaps for those shadows?
Which editor do you use to build the levels?

 
Spiral Guru

October 27, 2000, 08:43 AM

That all looks great, well done guys!

When you say lightmapping, I am quite surprised. Do you mean you are building a lightmap and placing it depending on the lighting angle etc. Really??? If not, is 'lightmap' what you meant?

AS a BIG favour, can you please run down your use of BSP/Portals/PVS??

Do you use all three? What for each one? Do you place portals manually, or have them done algorithmically on a level. How are your level files currently stored and built? Where would you recommend PVS research being done, since I'm ok with BSP and Portals...???

Thanks, any help would be great guys!!!!!!

 
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