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Old 16-05-2004, 16:19   #1 (permalink)
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Unreal Engine 3

Acest articol, ofera cateva impresii, despre ultimul motor grafic bazat pe tehnologia Unreal.

Pareri, impresii despre acest engine sunt binevenite ...

parerea mea unanima : za best pt. moment ... dupa ce am citit toate feature-urile care le ofera, etc. etc.
 
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Old 17-05-2004, 15:12   #2 (permalink)
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Cred si eu ca e cel mai bun...fiind scos ultimul si pentru un joc care va fi scos prin 2006-2007 (mai curand intra Rom. in UE ). Totusi cred ca cei de la id o sa fie tot timpul cu un pas in fata concurentei...
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Old 17-05-2004, 20:28   #3 (permalink)
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:P au introdus faza cu perPixel color ...

marfa ... da cere de la sistem, ca la maniaci ...

am citit de curiozitate tot articolu` ... inca are bug-uri ... da fata de alte engine-uri ( ex. cel de la Sudden Strike ), asta e cel mai bun ... o gramada de features, ce n-au fost implementate la altii pana acum ...

Unreal Engine 3 is a complete game development framework for next-generation consoles and DirectX9-equipped PC's, providing the vast array of core technologies, content creation tools, and support infrastructure required by top game developers.


Every aspect of the Unreal Engine has been designed with ease of content creation and programming in mind, with the goal of putting as much power as possible in the hands of artists to develop assets in a visual environment with minimal programmer assistance; and to give programmers a highly modular and extensible framework for building, testing, and shipping games in a wide range of genres.



Visual Features


  • 64-bit color High Dynamic Range rendering pipeline. The gamma-correct, linear color space renderer provides for immaculate color precision while supporting a wide range of post processing effects such as light blooms, lenticular halos, and depth-of-field.
  • Support for all modern per-pixel lighting and rendering techniques including normal mapped, parameterized Phong lighting; virtual displacement mapping; light attenuation functions; pre-computed shadow masks; and pre-computed bump-granularity self-shadowing using spherical harmonic maps.
  • Advanced Dynamic Shadowing. Unreal Engine 3 provides full support for three shadow techniques:
    • Dynamic stencil buffered shadow volumes supporting fully dynamic, moving light sources casting accurate shadows on all objects in the scene.
    • Dynamic characters casting dynamic soft, fuzzy shadows on the scene using 16X-oversampled shadow buffers.
    • Ultra high quality and high performance pre-computed shadow masks allow offline processing of static light interactions, while retaining fully dynamic specular lighting and reflections.
  • All of the supported shadow techniques are visually compatible and may be mixed freely at the artist's discretion, and may be combined with colored attenuation functions enabling properly shadowed directional, spotlight, and projector lighting effects.
  • Powerful material system, enabling artists to create arbitrarily complex realtime shaders on-the-fly in a visual interface that is comparable in power to the non-realtime functionality provided by Maya.
  • The material framework is modular, so programmers can add not just new shader programs, but shader components which artists can connect with other components on-the-fly, resulting in dynamic composition and compilation of shader code.
  • Full support for seamlessly interconnected indoor and outdoor environments with dynamic per-pixel lighting and shadowing supported everywhere.
  • Artists can build terrain using a dynamically-deformable base height map extended by multiple layers of smoothly-blended materials including displacement maps, normal maps and arbitrarily complex materials, dynamic LOD-based tessellation, and vegetation layers with procedurally-placed meshes. Further, the terrain system supports artist-controlled layers of procedural weathering, for example, grass and vegetation on the flat areas of terrain, rock on high slopes, and snow at the peaks.
  • Volumetric environmental effects including height fog and physically accurate distance fog.
 
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Old 17-05-2004, 21:42   #4 (permalink)
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Da, am citit si eu asta pe www.unrealtechnology.com , dar dupa cum chiar eu recunosc, e vb. doar de "DirectX9-equipped PC's" adica doar M$ Windowze... In rest la features..no comment. Dar suport pt. Shadere 3.0 au (din cate stiu eu) doar FX 6800 si X800 de la ATI (pana acum).
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Old 18-05-2004, 00:48   #5 (permalink)
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Da, intr-adevar pare sa fie cel mai complet engine din cate se ivesc la orizont. Engine-ul este f modular si evident cu un inalt grad de usurinta in uz, insa nu trebuie uitat ca toate aceste lucruri vin la un cost mai mare sau mai mic de performanta. La capitolul acesta pariul meu este pus tot pe id care din ultimile zvonuri vor scoate in acea perioada (2007) Quake 4, si daca John Carmack isi respecta traditia, la performanta va fi iesi superior din simplul motiv ca el opteaza pentru crearea unui motor grafic croit pe necesitatile jocului respectiv.
Ce pare cu adevarat interesant aici este sistemul de umbre(sunt curios cum au realizat soft shadows fara sa omoare procesorul.... sau cine stie), si modelarea terenului.
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Old 18-05-2004, 07:37   #6 (permalink)
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... ehhh, fiecare cu atuurile lui ... :P or fi folosit Pixel Shader la greu, mai stii !?
 
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Old 18-05-2004, 15:17   #7 (permalink)
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Carmack umbla zvonul ca se va retrage dupa Doom 3. Zvonul asta eu il cred, chiar daca id neaga asta.

idSoftware nu are in plan sa continue nici un joc din seria Doom sau Quake. Imediat dupa release-ul lui Doom 3 idSoftware va incepe lucrul la un nou joc, total diferit.
Considerand ca pana in acest moment, cu John Carmack la carma, id a scos numai jocuri "driven by technology" este posibil ca firma sa isi schimbe drastic modul de abordare/creare a jocurilor si gameplay-ului.

btw,
RavenGames vor fi responsabili pentru viitoarea versiune din Quake 4.

Spawn, eu mi-as arunca banii pe stencil shadows in loc de soft shadows. Sa speram ca umbrele lui Carmack ruleaza bine pe hardware-ul actual.
Sweeaney se pare ca a decis sa faca un compromis intre soft si stencil shadows. Adica sa lase sperante si celor cu un calculator si un dinozaur in gradina.

Din ce am vazut pana acum bazat pe viitorul engine Epic m-a impresionat demo-ul ala cu vegetatie... am ramas cu gura cascata, daca copacii aia aratau fain si iarba era ... de fapt nu prea stiu de ce nu prea era, dar ferigile aveau un detaliu fantastic. Si se mai si miscau de nu te mai saturai sa te uiti la ele.

X800 nu suporta PS3.

poseido, nu vad ce legatura avea utilizarea intensiva de Pixel Shader sau lipsa acestora cu ce a spus Spawn.
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Old 18-05-2004, 20:32   #8 (permalink)
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deci ...

arise, unii stima despre ce va face id dupa doom, de mult timp ...

itzi recomand site-ul, cu drag, din simplu motiv, ca momentan sunt cei mai seriosi in tratarea acestui domeniu de "gaming" ... ( partea asta ... legata de GameDev )
 
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Old 18-05-2004, 22:09   #9 (permalink)
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Eu auzisem de Q4 acum cateva luni, poate lcururile s-au schimbat intre timp, sau poate articolul era o farsa...
In general Stencil Shadows pot fi realizate prin 2 tehnici. ZPass si ZFail.
Prima este mai rapida insa prezinta probleme daca camera intra in volumul umbrei.
A doua nu prezinta nici un bug dar manaca ceva mai mult din timpul de procesare.
John Carmack din cate stiu eu foloseste a doua metoda (care, de altfel, a fost perfectionata chiar de el) pentru ca este inevitabil ca in Doom3 sa nu ajungi cu camera intr-un volum de umbra. Partea proasta cu aceste umbre este ca toata scena trebuie randata pt. fiecare sursa de lumina.

Astfel viteza de randare a umbrelor realizate cu stencil buffer depinde f mult si de tipul de joc la care sunt folosite (La un joc de strategie de ex. poti sa implementezi prima varianta).

Aici cum sunt implementate.. stie cineva? Eu cu bacul acum nu prea mai am timp sa ma documentez...
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Old 18-05-2004, 22:17   #10 (permalink)
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ai auzit bine, dar poate in 2007 se asteapta Quake 4 ...

articolu` nu e o farsa :P ... are tot comunicatul de presa in it ...

deci ... n-am inteles ... ei zic ca nu o sa mai faca nici un remake, nimic, desii se stie ... ca Quake 4 e asteptat in 2007 ( in jurul anului :P )
 
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Old 18-05-2004, 23:28   #11 (permalink)
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Quake 4 e facut de Raven (partenerii id-ului de cand cu Hereticul).
Si cred ca John nu se retrage dupa Doom3. Inca are multe de 'spus' si nu vad alt geniu in materie de FPS-uri (engine) sa "iasa" prea curand...dar nu se stie niciodata... Si din cate am citit eu pe site-ul celor de la Raven, Q4 va folosi engine-ul de Doom3 (posibil modificat pana atunci), asa cum Ret. to Castle Wolf. a fol. engine-ul de Q3 modificat. Eu am incercat alpha-ul acela leaked de la Doom3 (cine nu l-a testat...) si merge f. bine pe hard. actual, dar cine stie ce modif. i-au facut de atunci (a trecut totusi un an!).
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Old 20-05-2004, 11:56   #12 (permalink)
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poseido, acu... chiar merita sa o dam intr-un flame?
Poate ca tu esti acel r0b0tor care a fost banat de pe pixelrage, cand abera cu interviuri exclusiviste cu AMC, si alte treburi din alea.
Nu trebuie sa fii un geniu sa nu remarci lipsa de profesionalism de pe www.cyber-cup.ro, sa iti dai seama ca totul site-ul este intr-o ureche.
Daca mai intri si pe forum, iti dai seama ca acolo sunt 2-3 useri care se cearta singuri intre ei. Ca in bancu ala cu ce fac 2 neuroni in capul unei blonde... dau chef sau se bat.

Pe site-ul nVidia sunt niste documente referitoare la implementarea umbrelor prin stencil buffer, si este si un fisier txt in care Carmack explica problemele intampinate atunci cand camera ajungea in zona de umbra. Solutia chiar a si primit numele Carmack Reverse.
Indiferent de implementare, ca sunt soft shadows sau hard shadows, daca ai multiple surse de lumina trebuie sa "tzopai" din sursa in sursa si sa faci prelucrarile necesare.
Ce vreau sa stiu cum va implementa Carmack penumbra, desi mie umbrele sharp edged imi plac cel mai mult. Nu le vreau atenuate cumva.

Pentru implementarea de stencil shadows, sunt cativa algoritmi pe net excelent explicati.
In principiu, trebuie determinata silueta (am vazut vreo 4 algoritmi pana acum), dupa care se extrudeaza (de regula la infinit) dupa care se scrie in stencil.
Pentru optimizari agresive am vazut solutii rapide, care foloseau cateva cateve trucuri cum ar fi:
-calcularea siluetei la fiecare 3-4 frame-uri (nu de fiecare data, cum ar fi normal)
-calcularea siluetei pornind de la silueta determinata frame-ul anterior, se fac doar putine determinari, se gasesc doar muchiile care s-au modificat.
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Old 21-05-2004, 11:15   #13 (permalink)
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ramineti in limitele subiectului. alt subiect, alt thread va rog.

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