Build A World - new massive game, using Irrlicht

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sodandk
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Build A World - new massive game, using Irrlicht

Post by sodandk »

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

Post by devsh »

not to mention one preliminary form of order independent transparency
sodandk
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Re: Build A World - new massive game, using Irrlicht

Post by sodandk »

a teaser picture :-)

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

Post by sodandk »

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

Post by chronologicaldot »

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

Post by sodandk »

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

Post by sodandk »

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

Post by Cube_ »

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

Post by hendu »

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

Post by sodandk »

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

Post by sodandk »

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

Post by devsh »

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

Post by chronologicaldot »

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

Post by sodandk »

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

Image
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