What Dreams Way Come
Crazy Engine. Development of next generation 3D engine.
Monday, February 27, 2012
CrazyEngine is not Stalkers2's engine
Friday, February 24, 2012
Other platforms
Friday, April 16, 2010
Editor overview: SoundMix Editor
+ 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
+ Bloom
+ DepthOfField
+ MotionBlur
+ ColorCorrection
+ SSAO
+ Material
+ Haze
+ And more.
Screen shots:

Wednesday, March 3, 2010
Editor overview: SkeletalMeshEditor
+ 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
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
Sunday, February 7, 2010
Editor overview: LensFlaresEditor
+ 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
+ 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
+ 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
Wednesday, December 23, 2009
Sunday, December 20, 2009
Friday, December 18, 2009
Thursday, December 17, 2009
Sunday, November 22, 2009
Friday, October 23, 2009
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

Tuesday, June 30, 2009
Sunday, June 28, 2009
Particle System (captured video)
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
Monday, February 23, 2009
Monday, February 16, 2009
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.
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 playquite 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
Wednesday, November 26, 2008
Sunday, November 23, 2008
Results - Editor
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
Tuesday, September 9, 2008
Packs and archives
Monday, September 8, 2008
Source code lines count
In engine source code : 128580 lines
In editors source code : 25122 lines
In shaders : 11574 lines



















