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Build A World - new massive game, using Irrlicht

Posted: Fri Jan 25, 2013 8:29 pm
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

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

Posted: Fri Jan 25, 2013 8:30 pm
by devsh
not to mention one preliminary form of order independent transparency

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

Posted: Fri Jan 25, 2013 9:13 pm
by sodandk
a teaser picture :-)

Image

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

Posted: Sat Jan 26, 2013 9:34 pm
by sodandk
Image

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

Posted: Sat Jan 26, 2013 10:53 pm
by chronologicaldot
I like your GUI. Is that a custom skin for irrlicht or did you use something else?

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

Posted: Sat Jan 26, 2013 10:55 pm
by sodandk
its our own gui system with custom graphics ...

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

Posted: Sun Jan 27, 2013 6:30 pm
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

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

Posted: Mon Jan 28, 2013 9:11 am
by Cube_
I LOVE THAT SCREENSHOT!
Also, this project is looking awesome.

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

Posted: Mon Jan 28, 2013 9:20 am
by hendu
Certainly pretty, but what are the performance numbers on your FFT?

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

Posted: Mon Jan 28, 2013 9:35 am
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.

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

Posted: Mon Jan 28, 2013 9:39 am
by sodandk
Image

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

Posted: Mon Jan 28, 2013 11:25 am
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)

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

Posted: Mon Jan 28, 2013 6:16 pm
by chronologicaldot
Agreeing with aaammmsterdddam, your water looks AWESOME!!!!!!
The shark looks alittle jagged, but the texture is good.

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

Posted: Mon Jan 28, 2013 7:24 pm
by sodandk
we blew some stuff up, it fell to the seafloor... still glowing blue electricity ... :mrgreen:

Image

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

Posted: Mon Jan 28, 2013 7:32 pm
by devsh
here you can see some refraction and HDR