Build A World - new massive game, using Irrlicht

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Re: Build A World - new massive game, using Irrlicht

Postby devsh » Wed Mar 12, 2014 12:17 am

Targeting the 2ms that our HDR takes, by means of an FBO hash base (as Valve suggests) and being able to get IMRT objects with a dedicated FBO and attachments so that framebuffer doesnt have to get created, reattached and revalidated each time I call setRenderTarget

Quote from the internet
"On NVidia hardware under Linux I observed the following:
1) Switching textures with different formats/sizes in a single FBO is the slowest
2) Switching FBOs is much faster, but still is too slow. It can be performed at most 2-3 times per frame without severely harming FPS
3) Switching between textures of the same format in a single FBO is the fastest. It can be performed many times per frame. We use this option whenever possible.

One trick. Sometimes it is "neccessary" to use textures of different sizes. On such example is estimating average frame luminance in HDR rendering. To avoid expensive switches we use textures of the same size, and control region of interest by means of glViewport."
Portfolio (WIP) and Development Blog:
http://indirectlightandmagic.tumblr.com/

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Re: Build A World - new massive game, using Irrlicht

Postby jCharler » Thu Mar 13, 2014 8:20 pm

devsh wrote:Just letting everyone know that Conditional Rendering doesnt work too well if you have many drawcalls (10,000+)

You might want to implement instanced rendering and dynamic instance rendering before implementing indirect rendering or anything else.
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Re: Build A World - new massive game, using Irrlicht

Postby devsh » Thu Mar 13, 2014 9:00 pm

We have patches of terrain, in far render distance settings we have 930 of terrain nodes, now add different shader meshes and you're at ~3000 drawcalls minimum anyway
Portfolio (WIP) and Development Blog:
http://indirectlightandmagic.tumblr.com/

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Re: Build A World - new massive game, using Irrlicht

Postby jCharler » Sat Mar 15, 2014 8:32 pm

Any chance you will be able to implement a mechanism to do all of the terrain nodes in one draw call instead of a draw call for each terrain node?
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Re: Build A World - new massive game, using Irrlicht

Postby devsh » Sun Mar 16, 2014 11:51 am

Nope... that would involve writing a memory allocator for GPU memory as already allocated VBO is immutable
Portfolio (WIP) and Development Blog:
http://indirectlightandmagic.tumblr.com/

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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Sun Mar 16, 2014 2:51 pm

some users building ... nice style

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Re: Build A World - new massive game, using Irrlicht

Postby jCharler » Sun Mar 16, 2014 4:03 pm

On what server and maps are these landscapes and buildings?
It's wonderful, beautiful.
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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Sun Mar 16, 2014 4:52 pm

jCharler wrote:On what server and maps are these landscapes and buildings?
It's wonderful, beautiful.


its a non-public map ... by Belphe IV... sometimes he opens it.

actually most of the structures and rooms are underwater... :-)
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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Sun Mar 23, 2014 1:56 pm

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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Fri Mar 28, 2014 12:17 am

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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Fri Mar 28, 2014 11:01 am

visual effects will be updated...
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Re: Build A World - new massive game, using Irrlicht

Postby devsh » Fri Mar 28, 2014 8:34 pm

Update 27-03-2014 (0.5992)
- inventory now searchable with text
- number you want to manufact can now be increased with SHIFT or CTRL arrow up/down for 10/100 increments
- two types of teslacoil constructions added. Teslacoils will zap any player or animal. Teslacoils will zap if it can see movement, but cant 'see' through glass.
- inventory now has 'Metal' category
- bug fixed: wolves and sharks can now see you again, and will attack more precisely
- bug fixed: when resizing screen, sometimes left mouseclick stopped working ingame
- blue graphics updated (from grey)
- ForceField now uses 1 MW to simulate real world
- 5 new achievements added

tech:
- holding CTRL shows powerarea, and now also colors doors etc. blue
- mobs in the world are now handled much more efficiently
- bug fixed: server had a major leak, when saving maps
Portfolio (WIP) and Development Blog:
http://indirectlightandmagic.tumblr.com/

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Re: Build A World - new massive game, using Irrlicht

Postby devsh » Tue Apr 01, 2014 11:42 am

We would like to proudly announce that our Volume Cone Renderer has become operational, after months of research and intensive development of never before seen technology of 3D volumetric data compression
We have been so quiet about this as it was a project with a high risk of failure (it could never make it out, we couldnt guess if this was feasible)

I can finally say that I achieved my life long dream of having been involved in bringing the first next-gen ray-traced game to the market, ahead of Epic or Crytek

Obviously this has not gone without extending irrlicht beyond the limits, we now have:
- OpenCL devices which can be linked to OpenGL driver or used separately (intel HD cards double up as OpenCL devices aside from your NVIDIA card)
- OpenGL and OpenCL interop
- OpenGL compute shaders, sparse and bindless textures

Just integrating compute shaders we were able to vastly speed up the FFT Water computation and enable proper HDR

Here is the first screenshot from our Volume Compressor (Voxelizes 3d meshes and compresses then into our own format)
Image

We are now working really hard to transcode all of our assets into the 3d volumetric format... some of the assets (like the grass blocks, etc.) have to basically be sculpted or created in high resolution in Blender and ZBrush as no such game assets exist. Especially for the purpose of compression (we are squeezing 48GB of data into 2GB) we have rented 4 amazon GPGPU instances.

It will be yet another 4 or 5 months before all the assets are ready in HD and volumetric formats

The compressed voxel format and decompression algorithm will be an open spec, unencumbered by any patents which shall be released around the time that version 1.0 of BaW comes out. We really look forward to it becoming The Standard for next generation assets. From what I can divulge so far, we record the following material properties at every point:
--Albedo Color Channel + Transparency/Opacity
--Refraction Index + Physical Density
Normals we retrieve from the partial deriviatives of the tricubic interpolation functions for the optical density, although we are experimenting with a special normal compression algorithm for higher quality lighting

Because of the new data format, we had to change the render pipeline completely. For example, now we are barely using OpenGL functionality for rendering (except dynamic/moving and animated geometry and particles).
There are a lot of advantages:
--Real Reflections (as we trace rays through volumes we can reflect and bend them)
--Quick Ambient Occlusion (not SSAO which is physically inaccurate)
--Implicit Depth-Of-Field (we can simulate the focusing of a lens by moving the tip of the traced dual cone)
--No "conventional" aliasing (due to our volume mipmapping scheme, filtering and tracing technique we dont trace discrete points but sections of a volume)
--Physically Accurate Refraction and glass rendering
--Order Independent Transparency

This is a non realtime screenshot of a quick test put together (we havent redesigned the lighting system yet, so we pretty much had to brute force "path trace" this)
Image

We have yet a few issues to sort out, such as how to integrate conventional particle rendering with volume rendering

But hopefully all of these problems are minor non-issues which can be worked around and surpassed
Portfolio (WIP) and Development Blog:
http://indirectlightandmagic.tumblr.com/

Do you want to hire a GLSL graphics programmer cheaply???
Try me!
http://indirectlightandmagic.tumblr.com/contact
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Re: Build A World - new massive game, using Irrlicht

Postby ACE247 » Tue Apr 01, 2014 2:03 pm

Haha nice April 1st! :P I know that screenshot is a render from the Blender Forums ;)
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