Great game engine With GREAT WATER!

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LizardGamer
Posts: 83
Joined: Fri May 28, 2010 8:59 am
Location: Perth, Australia

Great game engine With GREAT WATER!

Post by LizardGamer »

I just found this on the web. It's a completely free game engine called nGENE

Youtube vid http://www.youtube.com/watch?v=syKuS9Fn ... grec_index

http://ngene.wikidot.com/
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

This is about the same water implementation my engine's using, I just didn't implement any reflections yet (and I use a quickly put together heightmap and normal map for the waves)

There's an article on gamedev on how to implement it, but they assume you have a deferred renderer, it would be possible in a forward renderer but it'd be a lot more costly and just a lot harder to implement in general
LizardGamer
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Joined: Fri May 28, 2010 8:59 am
Location: Perth, Australia

Post by LizardGamer »

Radikalizm wrote:There's an article on gamedev on how to implement it,
Great
but they assume you have a deferred renderer,
Crap
Radikalizm
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Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Post by Radikalizm »

It is possible to set up a deferred renderer in irrlicht you know ;)
It takes some getting used to, but it's really awesome to work with once you get the hang of it
LizardGamer
Posts: 83
Joined: Fri May 28, 2010 8:59 am
Location: Perth, Australia

Post by LizardGamer »

Radikalizm wrote:It is possible to set up a deferred renderer in irrlicht you know ;)
It takes some getting used to, but it's really awesome to work with once you get the hang of it
I might do that after I learn C++ (after I learn Java and make some mini games)
hendu
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Post by hendu »

Good water is not that hard, and people have been doing that for years, so you can find example code on near every technique.

BTW: you might want to check out the water scene node on this forum too.
Radikalizm
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Location: Leuven, Belgium

Post by Radikalizm »

hendu wrote:Good water is not that hard, and people have been doing that for years, so you can find example code on near every technique.

BTW: you might want to check out the water scene node on this forum too.
While making good looking water doesn't have to be hard, making actual realistic water is probably one of the hardest things possible
To this day not a single affordable water implementation has been found which even gets close to matching realistic water behavior

Things like decent refraction and reflection, realistic caustics, light scattering, soft water-shore transitions, realistic water flow, etc. are insanely hard to get right
To get some of these implemented correctly you'd have to look at equations related to fluid dynamics, which is a topic they're still doing heavy research on
hendu
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Post by hendu »

That'd be the fact on just about anything, no? Modeling realistic behavior of anything is either not possible or not possible in realtime. Realtime graphics are cheats upon cheats, and the only goal is "does it look good". :D
Sylence
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Post by Sylence »

Jep. Modeling realistic water is possible. ILM has proven it ;)
The problem here is real-time
Software documentation is like sex. If it's good you want more. If it's bad it's better than nothing.
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