Yeah, I saw that... minetest running with very short viewdistance, and no effects, still has a bad framerate...devsh wrote:^^^ because minetest gets a worse Framerate than our game
Build A World - new massive game, using Irrlicht
Re: Build A World - new massive game, using Irrlicht
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
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Re: Build A World - new massive game, using Irrlicht
True, Minetest was promising(-ish) when it was first released, Now, I can't wait for more on this project though :3
Now, less minetest and more build a world.
Now, less minetest and more build a world.
"this is not the bottleneck you are looking for"
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- Posts: 91
- Joined: Mon Mar 05, 2012 4:51 pm
- Location: Bristol, UK
- Contact:
Re: Build A World - new massive game, using Irrlicht
Will there be a trial / demo for this game?
Re: Build A World - new massive game, using Irrlicht
free to download and installrubenwardy wrote:Will there be a trial / demo for this game?
free to register
free to play for 'some time' (we havent decided yet how long time)
pay, to continue play
there will also be an 'educational part' with lessons, which will be free.
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
fromm the depths of hell I annouce I made another vertex format with custom vertex attributes which is all OGL 2.1 compatibile
Re: Build A World - new massive game, using Irrlicht
FAke, there is no internet in hell. Otherwise it wouldn't be hell.devsh wrote:fromm the depths of hell I annouce I made another vertex format with custom vertex attributes which is all OGL 2.1 compatibile
Using trunk with mingw/gcc 4.6, Windows 7 64 bits driver opengl
Re: Build A World - new massive game, using Irrlicht
First addition to the 'Future Technologies' in Build A World,
the Force Field Generator
the Force Field Generator
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
funny how the shark came swimming by....
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
BAW Engine Rendering Technology
Currently BAW has
- unlimited round local lights with shadows
- detached blocks detection
- Tessendorf GPU-FFT based water
- complex water shaders
- simple DLAA
- HDR
- Dynamic Resolution Rendering
- Occlusion Queries Culling
- Very Large Simulated Fires (3500 simultaneous blocks on fire),
- Superfast SSE3 Optimized Particle System
- Radiant Flux Volumes
- Particle Lighting
- GPU billboards
- High Quality animated particles
- Anisotropic Opacity
- Fluid Flow Volumes
- Order Independent Transparency as Weighted Average
Currently being worked on is
- Realtime Atmospheric Scattering
- Spherical Harmonics Irradiance Transfer
- Realtime-Raytraced Shadows for Dynamic Lights (Head lamps, rockets)
- Low Frequency Realtime Glass Reflections (reflections true to surroundings)
- Spherical Harmonic Based Radiance Volumes
- Radiance Volumes Compression
- Fluid Flow Particle Simulation
- Normal Mapping
- Parallax Mapping
- Parallax Displacement Mapping and Tessellation Displacement Mapping
- OpenCL and offloading Indirect Lighting
- Phong Tessellation to smooth characters and animal geometry
- Texture Arrays instead of Atlases
- Video RAM requirement reduction
- Hybrid Sunlight Shadow techniques (shadowmapping or conetracing)
- mixed Resolution Particle Rendering
- Order Independent Transparency as Depth Peeling
- Order Independent Transparency as Linked List Alpha Buffer (OpenGL 4.1)
- Volumetric Light Shafts Godrays
- Bicubically Interpolated geometry for Waterfalls
- Compute Shader based image Blur
- better Tone-Mapping Operator
- replacement of DLAA with SMAA.
Currently BAW has
- unlimited round local lights with shadows
- detached blocks detection
- Tessendorf GPU-FFT based water
- complex water shaders
- simple DLAA
- HDR
- Dynamic Resolution Rendering
- Occlusion Queries Culling
- Very Large Simulated Fires (3500 simultaneous blocks on fire),
- Superfast SSE3 Optimized Particle System
- Radiant Flux Volumes
- Particle Lighting
- GPU billboards
- High Quality animated particles
- Anisotropic Opacity
- Fluid Flow Volumes
- Order Independent Transparency as Weighted Average
Currently being worked on is
- Realtime Atmospheric Scattering
- Spherical Harmonics Irradiance Transfer
- Realtime-Raytraced Shadows for Dynamic Lights (Head lamps, rockets)
- Low Frequency Realtime Glass Reflections (reflections true to surroundings)
- Spherical Harmonic Based Radiance Volumes
- Radiance Volumes Compression
- Fluid Flow Particle Simulation
- Normal Mapping
- Parallax Mapping
- Parallax Displacement Mapping and Tessellation Displacement Mapping
- OpenCL and offloading Indirect Lighting
- Phong Tessellation to smooth characters and animal geometry
- Texture Arrays instead of Atlases
- Video RAM requirement reduction
- Hybrid Sunlight Shadow techniques (shadowmapping or conetracing)
- mixed Resolution Particle Rendering
- Order Independent Transparency as Depth Peeling
- Order Independent Transparency as Linked List Alpha Buffer (OpenGL 4.1)
- Volumetric Light Shafts Godrays
- Bicubically Interpolated geometry for Waterfalls
- Compute Shader based image Blur
- better Tone-Mapping Operator
- replacement of DLAA with SMAA.
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
Is this going to be a game or a systems benchmark?? What does the game design document even look like? Because do you really need all those features to make it work or cant they just be added later.
Re: Build A World - new massive game, using Irrlicht
I think the irrlicht forum is focussed on tech-stuff, and not on gameplay. Therefore we dont really post or discuss gameplay here, just technologies and irrlicht modifications etc.ACE247 wrote:Is this going to be a game or a systems benchmark?? What does the game design document even look like? Because do you really need all those features to make it work or cant they just be added later.
We have 1 dedicated person doing gameplay etc., but thats OT in this forum...
The gameplay and the rendering stuff, is not made in serial, but made by different people in parrallel, so no need worry... the game progresses fine, and the effects progresses too, and the effects and rendering stuff are being thrown in as they are ready ....
Also we have 1 person currently doing backend stuff. He is currently doing a model library, so that a user can save a construction, like a building, and publish it online in BAW's online-library, and other users can click and use those constructions in their own worlds. This will eventually soon, for example, make us able to generate worlds, and spread out lots of different buildings and bridges etc. over the landscape. User Generated Content!
Build A World -> http://www.buildaworld.net/
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Build A World EDU -> http://edu.buildaworld.net/
BAW on Facebook -> http://www.facebook.com/BuildAWorld.net
BAW on YouTube -> http://www.youtube.com/user/wwwbuildaworldnet/videos
Re: Build A World - new massive game, using Irrlicht
Well there are some crucial technologies (to lower the minimum VRAM requirements or to improve FPS)
- Radiance Volumes Compression
- Texture Arrays instead of Atlases
- Video RAM requirement reduction
- mixed Resolution Particle Rendering
- Compute Shader based image Blur
- Impostors
Also to prevent really bad stuff like smoke going through walls:
- Fluid Flow Particle Simulation
And to make sure that many visual bugs go away:
- Texture Arrays instead of Atlases
- Order Independent Transparency as Depth Peeling
- Order Independent Transparency as Linked List Alpha Buffer (OpenGL 4.1)
- Bicubically Interpolated geometry for Waterfalls
- better Tone-Mapping Operator
- replacement of DLAA with SMAA.
- Radiance Volumes Compression
- Texture Arrays instead of Atlases
- Video RAM requirement reduction
- mixed Resolution Particle Rendering
- Compute Shader based image Blur
- Impostors
Also to prevent really bad stuff like smoke going through walls:
- Fluid Flow Particle Simulation
And to make sure that many visual bugs go away:
- Texture Arrays instead of Atlases
- Order Independent Transparency as Depth Peeling
- Order Independent Transparency as Linked List Alpha Buffer (OpenGL 4.1)
- Bicubically Interpolated geometry for Waterfalls
- better Tone-Mapping Operator
- replacement of DLAA with SMAA.
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Re: Build A World - new massive game, using Irrlicht
I take it poor devsh isn't doing all of this. How many guys are on your team?
I had the same thought. What do you say we let them redesign irrlicht?ACE247 wrote:Is this going to be a game or a systems benchmark??
Re: Build A World - new massive game, using Irrlicht
If we redesigned irrlicht then we'd most probs drop dx8, dx9, software drivers and made the whole thing OGL 3.0 compliant XD
The whole thing would get a lot thinner.
Yes.. I'm doing the whole thing by myself mofos
INCLUDING
http://developer.download.nvidia.com/GT ... nation.pdf
The whole thing would get a lot thinner.
Yes.. I'm doing the whole thing by myself mofos
INCLUDING
http://developer.download.nvidia.com/GT ... nation.pdf
Re: Build A World - new massive game, using Irrlicht
Too slow to be useful on a very-high-end card + requires compute ability = surefire win, must be