Monday, February 27, 2012

CrazyEngine is not Stalkers2's engine

Some say that my engine was used in the STALKER 2 :). It is not true. CrazyEngine has not been used to develop STALKER 2. The game was developed on the X-Ray 2.0.

Friday, February 24, 2012

Other platforms

So, after a long pause. I started the engine porting to other platforms: MacOS X, iOS, Android and probably Windows Phone. It will be necessary to solve many problems but it's worth it.

Friday, April 16, 2010

Editor overview: SoundMix Editor

The SoundMixEditor is a visual editor for mixing sounds and effects.

+ Using Audiere.
+ Many nodes for sound tree modification.
+ Controlled nodes from script and database.
+ Supports 3D sound.
+ Many more.

Screen short:

Friday, April 9, 2010

Thursday, March 4, 2010

Editor overview: PostProcessEditor

Supports next post-effects:

+ Bloom
+ DepthOfField
+ MotionBlur
+ ColorCorrection
+ SSAO
+ Material
+ Haze
+ And more.

Screen shots:

Wednesday, March 3, 2010

Editor overview: SkeletalMeshEditor

+ Animations.
+ Setting animation segments directly by hands.
+ Sockets with previews.
+ Feedbacks (play sound, call script function, attach mesh, attach partices system, more) on setted frame or time.
+ Lods. Change of amount of bones and triangles, animation update frequency, depending on ScreenFactor.
+ And more.

Screen shots:


Sunday, February 28, 2010

Editor overview: MaterialEditor updates

Post about MaterialEditor: http://whatdreamswaycome.blogspot.com/2010/01/editor-overview-nodes-based.html

New:
1. Built-in CurvesEditor to flexible control shader input - Float and the Float4 variables.
2. Added Diffuseness, Ambient, LightingMask material inputs.
3. Added new properties to material.
4. Original appearance is a bit changed.
5. Material expressions can change a size.
6. Added new material expressions: If, For, While, Arrays, etc.
7. Arrow heads to the connections lines.
8. New menu items.
9. Faster compilation.
10. The generated code can be viewed and extremely changes by hands.
11. And more.

Screenshot:

Sunday, February 14, 2010

Static Lighting with GI

I'm currently working on implementing a static lighting with global illumination. Here are some results, baked high resolution shadows from multiple light sources of different types plus Radiosity Normal Mapping. GI comming soon.

Sunday, February 7, 2010

Editor overview: LensFlaresEditor

+ Any materials can be used in the one flare.
+ Flexible options that depend on flare offsets/distance (color/alpha/rotation/size/etc)
+ Not limited number of flares in one effect.
+ And more.

Screenshots:


Tuesday, February 2, 2010

Editor overview: ParticesEditor

Features:

+ Built-in CurvesEditor allows to modify any values how you want.
+ You can create how many you want emittors with any materials and mashes.
+ Editor support PhysX fluids, and dynamic particles collision.
+ And more.

Screenshots:


Wednesday, January 27, 2010

Editor overview: nodes-based MaterialEditor

Can be setted
+ Phong, Cook-Torrance, Anisotropic lighting models.
+ Different blending modes.
+ Back face material.
+ Motion blur amount.
+ Radiosity color.
+ and more.

Unlike ue3, it can be generates also vertex and geometry(dx10) shaders.

Screenshots:






















Tuesday, January 5, 2010

A few screenshots

Forward Shading:




Wednesday, December 23, 2009

First Demo

Reference deleted. Now I'm doing a larger-scale demo.

Sunday, December 20, 2009

Friday, October 23, 2009

Streaming

Successfully implemented texture and mesh streaming, 
significantly reduced the cost of memory, 
the game world can now be much larger and detailed!

Friday, August 21, 2009

Screen-space global illumination

Продолжается разработка Realtime Global Illumination, вот неcколько скриншотов, некоторые идеи взяты отсюда http://diaryofagraphicsprogrammer.blogspot.com/2008/06/screen-space-global-illumination.html






Tuesday, June 30, 2009

Sunday, June 28, 2009

Particle System (captured video)

I prepared a short video clip, which demonstrates some features of the particle system in my engine

Friday, April 24, 2009

RealTime Radiosity

Вчера встроил realtime radiosity в движок. Может не совсем radiosity, но все же.Для его работы не нужные какие-либо дополнительные расчеты.  Алгоритм одинаково работает как со статической так и с динамической геометрией. 

Вот первая небольшая демонстрация данного освещения в действии. 
Но это далеко не окончательный вариант.

Monday, March 2, 2009

Video: round of level

В другой раз постараюсь сделать видео с лучшим качеством :/

Monday, February 23, 2009

Monday, February 16, 2009

Три скриншота с рабочих уровней

Работа продолжается, вот несколько скриншотов. Просто показалось красиво, особенно с далека. DOF делает свое дело :)



Saturday, February 14, 2009

My Variant of Light Pre-Pass Renderer

About Light Pre-Pass Renderer you can read here:

http://diaryofagraphicsprogrammer.blogspot.com/2008/03/light-pre-pass-renderer.html

I like this idea, but I don't like reading normalmap in depth/normal pass. 

My idea to store light directions multipled withN.L, without normalmap reading. 

Geometry pass to MRT(R16F, R8G8): 
In R16F we write linear depth: 
Out.Depth = In.PositionViewSpace.z / zFar; 
In R8G8 we write view space normal:
Out.NormalXY = 0.5 + 0.5 * mul(float3(0,0,1), TBN).xy; 

R16F we need for fast post-process effects speed. 

Then lighting pass: 
 Render light volumes to MRT (A16B16G16R16F, A8R8G8B8) 
 Read depth, normal; 
 Compute LightDir, LightAttenuation and N.L; 
 Out.Dir = LightAttenuation * LightDir * N_dot_L; 
 Out.Color = InLightColor * N_dot_L; 

Then color geometry pass to a A8R8G8B8: 
 Read LightDir, LightColor from LightDirBuffer and LightColorBuffer; 
 Compute N.LightDir, R.LightDir; 
 And final light geometry;
++ Dont need read normalmap in depth/normal pass; 
-- Problems only with specular when crossings more then 2 lights; 
Your opinions? 

Here is some results:

Sunday, February 1, 2009

Editor for animations blending

In English:

Editor for animations blending  is practically ready.

Now to mix up animations simpler simple. For one object can play
quite different animations of his different parts (or for separate bones), with different there is speed, in any combinations.
For example, a protagonist can simultaneously run, shoot, throw a grenade.
These animations are created separately from each other.

It is possible to manage all of this process from a scripting language or visual logic editor.

Need here yet morfing and IK :)

И на русском:

Практически готов редактор для блендинга анимаций.
Теперь смешивать анимации проще простого. Для одного объекта могут играть
совершенно разные анимации различных его частей (или для отдельных костей),
с разной скорость, в любых комбинациях. А еще костями можно двигать и без анимации.

Например, главный герой может одновременно бежать, стрелять, метать гранату. 
Причем эти анимации созданы отдельно друг от друга.

Всем этим процессом можно управлять из скриптового языка или ректора визуальной логики.

Как бы сюда еще морфинг добавить с IK :)

Wednesday, January 7, 2009

Subsurface scattering (SSS)

Simplest variant:
SSS = Fresnel * (LightAtt) + LightDiffuse + LightSpecular
With SSS:























No SSS:











 


Sunday, November 23, 2008

Results - Editor

Написание подредакторов ведется параллельно.Вот что и насколько процентов реализовано у редактора движка:

Material Editor 100%
Packs File System ~99%
Static Mesh Editor ~80%
Visual PostProcess Editor ~75%
Scene Editor (Actors Editor) ~75%
Skeletal Mesh Editor ~50%
Visual Scripting System (Destiny) ~50%
Physics Editor ~20%
Particles System Editor ~20%

Sunday, September 21, 2008

Wednesday, September 10, 2008

wxWidgets

Теперь редактор полностью перенесен на wxWidgets. wxWidgets - удобнейшая вещь, и не нужен C# или MFC в чистом виде.

Tuesday, September 9, 2008

Packs and archives

Теперь работа с файлами практически полностью перенесена на виртуальную файловую систему. Стало удобнее и быстрее работать с файлами.

Monday, September 8, 2008

Source code lines count

Недавно посчитал кол-во линий в исходниках своего движка.

In engine source code : 128580 lines
In editors source code : 25122 lines
In shaders : 11574 lines

Sunday, August 31, 2008

Sky by Material Editor



sky create is very easy