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Ogre3D u komercijalnoj igri

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franticnick

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icon Re: Ogre3D u komercijalnoj igri12.02.2007. u 23:29 - pre 209 meseci
Izasla je nova verzija Ogre3D-a (1.4.0RC1 - Eihort, www.ogre3d.org) a novine su:

Citat:

Enhancements since the Dagon branch:

* SSE/SSE2/SIMD improves performance in several areas
o Software animation
o Batch concatenation of affine matrices
o Shadow volume routines
o Aligned memory allocator & CPUID detection
* Shader enhancements
o Parameter system rewritten and enhanced, particularly improves support for GLSL arrays but also allows more optimal parameter binding and more efficient memory usage
o preprocessor_definitions option supported in HLSL/GLSL to create variant shaders based on same source (Cg already supported this through compile_arguments param)
o column_major_matrices option in HLSL to alolow you to pack parameters differently
o 'unified' program definitions allow you to use one program as an alias for others for simpler cross-platform support
o GLSL 1.2 (GL 2.1) supported allowing non-square matrices
o GLSL now binds tangent, binormal, blendWeights and blendIndices to extended attributes (see the manual)
o Added many new auto-bindings including:
+ spotlight_params
+ 'array' versions of light auto-bindings (light_position_object_space_array, light_diffuse_colour_array, etc)
+ Fixed-function surface reflectance passthoughs (surface_ambient_colour, surface_diffuse_colour, etc)
+ texture_size, inverse_texture_size and packed_texture_size
* Lighting and shadowing
o You can now integrate texture shadows directly into your primary material pipeline, rather than them being rendered as separate shadow receiver passes
o 'content_type shadow' added to texture unit to auto-bind shadow textures into your materials and use them in integrated rendering
o New light iteration parameters to give extra flexibility when doing integrated lighting / shadowing - iteration per_n_lights and start_light
o More texture shadow projection options through ShadowCameraSetup subclasses allow improved fidelity on texture shadows:
+ Plane optimal
+ Uniform focused
+ LiSPSM
o Depth-shadowmapping example, with percentage-closest filtering for antialiased, self-shadowing effects using texture shadows
o Bounding boxes of objects visible from each camera in the last frame are now recorded, which can be used to adjust custom shadow camera setups. See SceneManager::getVisibilityABBForCam and SceneManager::getShadowCastersAABForLight
o Customisable Light Finding
+ Now you can more directly influence how OGRE picks lights to use against your renderable objects
+ Default is still 'n nearest' but you can alter that to prioritise certain lights or any other custom reordering
* Mesh enhancements
o Triangles in the edge list now grouped by vertex set - use MeshUpgrader to take advantage of performance enhancement, old files will still load but suffer a load-time reorganisation cost
o Default placement for tangents is now the tangent semantic rather than a texture coord. The latter was used in the past to support SM1 shaders, and is still an option, but the default is now the SM2 friendly version
o Submeshes can now have optional 'extremity points' stored with them to allow submeshes to be sorted with respect to each other in the case of transparency.
* Animation
o Skeleton::_mergeSkeletonAnimations added to merge animations from multiple skeletons
o Added option to Skeleton::optimiseAllAnimations which only destroys node tracks which have identity keyframes only for all animations.
o Several runtime and memory footprint optimisations
* Math optimisations
o Added specially optimised functions to dealing with affine matrices, all world / view transforms now have to be affine transforms (they were assumed so before anyway).
* Material enhancements
o mipmap_bias supported on texture_unit
o texture attribute allows you to specify a desired pixel format separate from the format of the loaded texture
o depth bias now supports slope-scale biasing as well as fixed biasing
o serialising a material is now simpler, there is no need to call addConstantDefinition et al to make sure program params are recorded for export
o quieter logging when including GPU programs which target a rendersystem which is not loaded
o shader compilation errors now dealt with more gracefully
* Texture enhancements
o You can now describe the desired pixel format to be used instead of the original image format when loading a texture
o You can now set the preferred bit depth for integer and float pixel formats respectively, for example loading 128-bit float textures as 64-bit for performance
* Vertex Texture support (SM3.0)
* Shader-based Instancing (SM2.0+)
* Particle system enhancements
o Particle System now supports emitted emitters (to create effects such as fireworks more realistically).
o Particle system renderer now has optional callback when particle(s) being emitted, moved, expired or cleared.
* ManualObject enhancements
o ManualObject now allows you to update its contents more efficiently provided the structure does not alter
o ManualObject can be used to render 2D elements by using an infinite AABB and telling it to use identity view and projection matrices
* Background loading
o Queue the loading of resources in a background thread
o Register your own thread or use automatic background queue manager
o Simple queued notification callbacks in primary thread so user doesn't have to think in a thread-safe manner
o Advanced users can perform other tasks (like scene graph setup) in a separate thread if they're careful about locking
* Static Linking official support
o Build targets for linking everything statically into one executable, including plugins
o Be aware of LGPL license conditions on derived works, or consider the OGRE Unrestricted License
* Unicode support on Font and Overlays
* WindowEventUtilities introduced
o Allows subscription to window events on auto-created windows
o Allows access to message pump for externally created windows
* RenderWindow::getCustomAttribute and related features unified across platforms
* Build / dependency changes:
o Image routines replaced - FreeImage + custom DDS codec now used
o SDL platform removed on Linux
o PlatformManager removed, all classes now referenced / created direct
o CEGui 0.5 supported
o Input removed from core, now using OIS in samples
o Windows-specific:
+ All dependencies are now statically linked to OgreMain, no dependency DLLs
+ All plugins & rendersystems now use the naming convention _d for debug
+ All library files now found in ogrenew/lib rather than distributed in subfolders
* Exception changes
o Ogre::Exception now subclasses from std::exception and implements what()
o All error codes now result in a separate subclass of Ogre::Exception being thrown so you can catch particular types, e.g. RenderingAPIException and InvalidParametersException
o OgreGuard / OgreUnGuard and stack tracing option have been removed

 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri16.03.2007. u 13:06 - pre 208 meseci
Jos jedna igra koja koristi Ogre3D: www.creative-patterns.com/spip...rique27&lang=fr&Game=1





 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri04.06.2007. u 13:43 - pre 205 meseci
Sta se moze napraviti za 7 nedelja...






Video: http://www.youtube.com/watch?v=Lov8MzIwApM

Download (WinXP): http://student.gamemaker.nu/~j...et%20of%20Time%20Installer.msi

Izvor: http://www.ogre3d.org/phpBB2/viewtopic.php?t=32744
 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri05.07.2007. u 23:12 - pre 204 meseci
"Jack Keane", jos jedna komercijalna Ogre3D igra: http://www.jackkeane.com/index.php?id=7&L=2



 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri09.07.2007. u 22:30 - pre 204 meseci
Intervju sa Steve Streeting-om (autorom Ogre3D-a):

http://www.gamasutra.com/php-bin/news_index.php?story=14581
 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri25.07.2007. u 15:50 - pre 203 meseci
"Live Interior 3D" http://www.belightsoft.com/products/liveinterior/overview.php (Ogre3D v1.2.5)






 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri21.09.2007. u 22:10 - pre 202 meseci
MOTORM4X "All Terrain Drivin'"

Site: http://www.theeasyco.com/projects.html



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PavleBgd
Pavle Joksimovic
Beograd

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icon Re: Ogre3D u komercijalnoj igri27.09.2007. u 19:36 - pre 201 meseci
MOTORM4X izgleda odlicno. Da li ima vise informacija o ovom projektu, tehnickim detaljima?
 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri28.09.2007. u 14:40 - pre 201 meseci
Ima topic na: http://www.ogre3d.org/phpBB2/v...&postorder=asc&start=0

Evo jos screenshotova:




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franticnick

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icon Re: Ogre3D u komercijalnoj igri18.10.2007. u 14:52 - pre 201 meseci
Manji projekat, ali vredi pogledati:


youtube: http://www.youtube.com/watch?v...8BF&index=0&playnext=1

website: http://www.g-boot.com/
download: http://www.g-boot.com/index.ph...d=0&func=fileinfo&id=2

Topic na Ogre3D forumu: http://www.ogre3d.org/phpBB2/viewtopic.php?t=36445
 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri08.11.2007. u 10:00 - pre 200 meseci

MOTORM4X 2 videa:

Scene video:
http://www.youtube.com/watch?v=SsoQl5UOrm4

Physics video:
http://www.youtube.com/watch?v=Nnc4wV2Xkxc
 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri08.01.2008. u 22:43 - pre 198 meseci
"Incredible Sims" (serious game): http://incrediblesims.com/





link na topic: http://www.ogre3d.org/phpBB2/viewtopic.php?t=38347
 
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Mitrović Srđan
bloodzero
Freelance
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icon Re: Ogre3D u komercijalnoj igri08.01.2008. u 23:25 - pre 198 meseci
WOW covece u sta je narastao ogre3d.
Drago mi je kad vidim kakve se igre prave uz pomoc njega
danas.
Tony Melendez:
http://video.google.com/videoplay?docid=-
3819862628517136815&q=tony+melendez

NIKADA NE UZIMATI HOSTING NA GO DADDY!


 
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markozelenovic
Kratovo

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icon Re: Ogre3D u komercijalnoj igri11.01.2008. u 18:12 - pre 198 meseci
cim se usavrsim na C++ prelazim Ogre
 
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markozelenovic
Kratovo

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icon Re: Ogre3D u komercijalnoj igri14.01.2008. u 12:17 - pre 198 meseci
thunder wheels stvarno odlicno ilgleda...
 
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franticnick

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icon Intel use Ogre for Nehalem demo07.04.2008. u 10:27 - pre 195 meseci
Citat:

... At the Intel Developer Forum in Shanghai Intel showed off their ‘Smoke’ demo which they designed for the 4-core (2 HT threads per core) Nehalem processor, which includes Havok physics and a lot of fire simulation. They chose to use Ogre for the rendering ...

Video 1: (http://www.tgdaily.com/content/view/36758/135)
Video 2: (http://www.tgdaily.com/content/view/36726/135/)


Izvor: http://www.stevestreeting.com/?p=773
 
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tosa
上海, 中国

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icon Re: Ogre3D u komercijalnoj igri07.04.2008. u 10:56 - pre 195 meseci
Prilično neubedljiv demo sa kontradiktornostima koji deluje kao deo hajpa oko Larabee projekta.
Ako već toliko pričaju o ukidanju potreba za 3D čipovima, zašto ga koriste za demo?
Nadam se, i pored ovakvog nastupa, uspeti da naprave nešto interesantno i stvarno nas prebace
u softverski rendering posle godina ograničavajućih grafičkih čipova ali nešto nisam siguran
da će izaći kao pobednici iz te trke.

Takođe, reći da je "Intel" koristio Ogre je malo preterano, budući da se radi o jednom zaposlenom u firmi eventualno nekolicini.
Ali neka se Stiv Striting raduje
 
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Crazy shadow
Milos Milic
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icon Re: Ogre3D u komercijalnoj igri07.04.2008. u 14:44 - pre 195 meseci
Odlicno izgleda..
Crazy shadow
 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri11.04.2008. u 13:35 - pre 195 meseci
Novi game engine baziran na Ogre3D-u: http://www.devcellsoftware.com

Topic na Ogre3D forumu: http://www.ogre3d.org/phpBB2/viewtopic.php?t=40550
 
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franticnick

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icon Re: Ogre3D u komercijalnoj igri04.06.2008. u 23:30 - pre 193 meseci
Novi MOTORM4X screenshotovi:

www.theeasyco.com/view_full.ph...content/gallery/ac_06_1024.jpg
www.theeasyco.com/view_full.ph...content/gallery/ac_12_1024.jpg
www.theeasyco.com/view_full.ph...content/gallery/mb_07_1024.jpg
www.theeasyco.com/view_full.ph...content/gallery/mb_06_1024.jpg

Races video preview:
http://www.youtube.com/watch?v=AdUN1Q2ei5U

MOTORM4X site: http://www.theeasyco.com/
 
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