Build A World - new massive game, using Irrlicht

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Build A World - new massive game, using Irrlicht

Postby sodandk » Fri Jan 25, 2013 8:29 pm

Hi all

We are now in final stage of preparing version 1.0 of our new game. For 3D it uses Irrlicht, with a lot of modifications.... to mention a few:
3d textures, tessellation shaders, pointers to user data in materials, optimized occlusion queries, hardware particles, custom vertex formats and render target blitting.

We plan to 'give back', some of these functions, to Irrlicht :-)

The game also has multiplayer servers in the cloud, so all users instantly have access to online gameplay, in addition to LAN servers.

We will add screenies here in a week, stay tuned !

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

Postby devsh » Fri Jan 25, 2013 8:30 pm

not to mention one preliminary form of order independent transparency
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Fri Jan 25, 2013 9:13 pm

a teaser picture :-)

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

Postby sodandk » Sat Jan 26, 2013 9:34 pm

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

Postby chronologicaldot » Sat Jan 26, 2013 10:53 pm

I like your GUI. Is that a custom skin for irrlicht or did you use something else?
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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Sat Jan 26, 2013 10:55 pm

its our own gui system with custom graphics ...
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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Sun Jan 27, 2013 6:30 pm

reflections of a modern world...

Image

depth based rendering water with refraction and Tessendorf 2001 FFT based water running the FFT in a SM 3.0 pixel shader
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Re: Build A World - new massive game, using Irrlicht

Postby Cube_ » Mon Jan 28, 2013 9:11 am

I LOVE THAT SCREENSHOT!
Also, this project is looking awesome.
"this is not the bottleneck you are looking for"
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Re: Build A World - new massive game, using Irrlicht

Postby hendu » Mon Jan 28, 2013 9:20 am

Certainly pretty, but what are the performance numbers on your FFT?
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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Mon Jan 28, 2013 9:35 am

performance is very good... soon you will be able to download the entire game and try it out for free :-)
version 1.0 will be out end of March.
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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Mon Jan 28, 2013 9:39 am

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

Postby devsh » Mon Jan 28, 2013 11:25 am

The FFT performance is good, renders at 800fps on my mobile radeon card (taking into account that the mesh of the test scene took 1400fps to render without FFT)

FFT is 128x128 (4x the size in Crysis)

its radix 2
0.53ms on a mobile radeon

when we get onto the optimization stage ( I predict at least a 2x the framerate as our GPU load is 50% ) I hope to swap it to radix-4 (less draw calls, texture cache will still manage) and do texeloffset instructions and other cache optimizations (hoping to get the FFT down to 0.3ms or 0.2ms)

Also I sample textures to get pixel offsets to gather from and to get cosine and sine functions ( I think texture sampling is slower than sin() and cos() )

Also I havent had the time to plug in OpenCL or Compute Shaders into the equation, so on dx10 level NVIDIA and ATI I'll do the FFT in OpenCL and dx11 class cards using Compute Shader
(SM 3.0 FFT radix requires me to sample 2ce per output pixel - compute allows to sample 1ce and output to 2 arbitrary pixels, with radix 4 FFT this is bound to raise the oversampling)
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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Re: Build A World - new massive game, using Irrlicht

Postby chronologicaldot » Mon Jan 28, 2013 6:16 pm

Agreeing with aaammmsterdddam, your water looks AWESOME!!!!!!
The shark looks alittle jagged, but the texture is good.
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Re: Build A World - new massive game, using Irrlicht

Postby sodandk » Mon Jan 28, 2013 7:24 pm

we blew some stuff up, it fell to the seafloor... still glowing blue electricity ... :mrgreen:

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

Postby devsh » Mon Jan 28, 2013 7:32 pm

here you can see some refraction and HDR
We chose to stream mesh data from Multiple OpenGL Contexts in many threads and do the other things, not because they are easy, but because they are hard! - JFK
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