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You should have OpenGL-compliant videocard in order to correct work of this programs Required libraries |
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Engine_v0.3 (which is coming soon, but whether it be open or closed source is the question) has it's own C interpreter for a long time. Interpreter turned out to be amenable and convenient for external objects integration. What it can't to do: structures (and it isn't planned), arrays (very likely to appear). Vectors, matrixes and strings are the standart data types. External variables, functions and classes could be easily added into the interpreter. Based on this, I wrote GLSHell interpreter, which has built-in basic OpenGL functions, GLApp access and PBuffer, Mesh, Texture, Shader classes. As a result one could create simple demos without using a compiler, so it's very convenient. I'll write more detailed documentation concerned abilities and usage of interpreter, if I have time. GLSH.tar.gz 993.4 Kb | 5973 downloads | 17 feedback messages |
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Very psychedelic demo number 50 :) Please don't stare on it for too long... If you haven't known the meaning of Alt+Enter yet, it switches all of the last demos to fullscreen. Invisible.tar.gz 673.1 Kb | 8143 downloads | 14 feedback messages |
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Terrain lods geomorphing via vertex shader. Joints of lods are absolutely invisible now. Height map is 1025x1025 in size. The terrain is renderred too fast , so here is simple but very realistic water to use free resources ;) There is a pseudo-AI to control camera. This terrain will be presented in Engine_v0.3. GeoMorphing.tar.gz 1.1 Mb | 12655 downloads | 43 feedback messages |
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Two optimizations for stencil shadows and lighting, which make possible to increase FPS 2-3 times without any new extensions :) Before I couldn't believe GeForceFX 5800 being able to render 9 ligths with shadows at the speed of 40-60 FPS... But now I can :) The first optimization is the extrusion of shadow volumes to the length equal to the radius of light source, it allows to increase FPS from 27 up to 40. With it there is no need for GL_EXT_depth_bounds_test extension anymore. The second one is a clipping of triangles, which is placed on distance greater than light source radius, via simple vertex shader. The shader moves these triangles to the infinity and sets their size to zero, so they are always invisible. I haven't seen this technique before, althought it increases FPS more than twice. There is also GLSL support and greatly updated base files. Theoretically there should be no problems with ATI cards... PS: All these optimizations will be included in Engine_v0.3 (this demo was just another successful experiment :)) Lighting.tar.gz 1.3 Mb | 8475 downloads | 26 feedback messages |
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Simple demo Polar Coords. Screenshot couldn't reproduce how the demo looks in dynamics :)
PolarCoords.tar.gz 517.6 Kb | 5045 downloads | 0 feedback messages |
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Release of Engine_v0.2 is ready. Unfortunatelly I was unable to test it on ATI,
so there could be some problems :( There are many new features:
correct physics with joints and ragdoll,
easy interpreter for configs with for/if/else,
ARBtec1.0 "shaders" (ARB_texture_env_combine+dot3 parser),
work on all cards beginning from GeForce2,
post screen processing,
playback ogg, mp3 and wav files via OpenAL,
mesh export plugin for Maya,
and may be something I forgotten :)
Great speedup, big bugfix. If you have some problems with running of the Engine_v0.2, you could see it's work here (17Mb). Some screenshots: 00, 01, 02, 03, 04, 05, 06, 07, 08. Engine_v0.2.tar.gz 3.3 Mb | 8306 downloads | 14 feedback messages |
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New binary exporter of skinned mesh files for 3D Studio and viewer of the exported files.
Capabilities of SkinedMesh are the following: loading of binary and ascii files, saving in binary format,
CPU skinning (because of shadows), calculation of tangent space, creation of the shadow volume.
SkinnedMeshViewer.tar.gz 777.2 Kb | 5883 downloads | 2 feedback messages |
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GPU-based calculation of water, it writes result into the float texture.
Calculated coordinate values read via ReadPixels into the system memory,
such kind of transfer will be needless in new generation of cards.
Water consists of
130k
of triangles. Accidentally it turns out that there is an incorrect
raytracing
:) Works only on GeForceFX+.
GPULake.tar.gz 846.9 Kb | 5256 downloads | 0 feedback messages |
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Graphical and a little physical engine :).
My ancient GeForce FX5800 hardly manages this heap of shaders and shadows
in spite of the fact that the NV_fragment_program shaders are two times
faster than ARB analogues.
Absence of EXT_depth_bounds_test extension doesn't add acceleration also.
Capabilities of engine are the following:
text preprocessor,
console,
bsp trees,
portal rendering,
triangle strips,
skinned mesh (isn't presented in demo because I haven't models :),
particle systems,
real shadows from all objects,
volumetric fog (based on
convex meshes),
mirrors,
horizon self shadowing
and offset bumpmapping,
collisions,
rigid-body
physics.
You can see how this engine works (10Mb). And there are some other screenshots: 00, 01, 02, 03, 04, 05, 06, 07, 08. То get additional information press 'h' in the demo. Engine_v0.1.tar.gz 5.3 Mb | 5063 downloads | 0 feedback messages |
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Only 12000 polygons, perpixel lightning, three spot lights with stensiled shadows, lengthy light sources, pixel shader consisting of one command for realization of NV_depth_clamp extension on ATI boards. But it's worth to be seen. ShadowVolume.tar.gz 769 Kb | 4373 downloads | 0 feedback messages |
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