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In-house game engine

Posted: Tue Dec 26, 2017 2:15 pm
by mant
Hi, this is the first time I show something interesting on Irrlicht forum.
Here is the video of an in-house engine that I've developed for 6 months using Irrlicht 1.8.4 and other open-source libraries.
https://www.youtube.com/watch?v=oA3DSrPInag

Images are clipped by the forum, open in a new window to see in full size:
First cube rendered (physically based rendering - PBR)
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One of the level for AI testing (single point light)
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Render test (all materials are PBR, random point lights)
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New GUI skin
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Sponza scene after corrected some lighting (differrent from the video), 3 directional lights
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New feature to render transparent objects with/without normal map (this version is released yesterday)
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Sponza scene with transparency support
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Development:
- Irrlicht itself is not modified at all, but compiled with 8 material textures support enabled
- UI is done with CEGUI
- I write custom deferred renderer using Irrlicht as back-end
- Still don't have reflection due to lack of cubemap support, could someone help me to understand Screen Space Reflection using ray marching?
- May study XEffects to implement shadow for this engine
- Will probably modify Irrlicht for more performance
- Open-source? Maybe, but not soon for sure, I have to finish my first game, demo scenes can be released if I make some

Jan 15th 2018
One more random point lights scene
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Physically based rendering test
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Re: In-house game engine

Posted: Tue Dec 26, 2017 11:20 pm
by CuteAlien
CubeMap support is in Irrlicht trunk version I think (was coded by Nadro, I didn't get yet to use it, but slight warning - the interface might change once more for that within next months).

Great screenshots!

Re: In-house game engine

Posted: Wed Dec 27, 2017 5:02 am
by mant
I will try to allocate time to check out trunk version so maybe I could understand the implementation of cubemap and contribute it to 1.9
No promises but I will do something to contribute :D

Re: In-house game engine

Posted: Wed Dec 27, 2017 5:57 pm
by chronologicaldot
Your transparent cubes look odd: only the front faces are showing, probably because you have back-face culling still on. You might want to disable that when you have transparent materials.
Your random point lights test looks cool. :)

Re: In-house game engine

Posted: Thu Dec 28, 2017 11:43 am
by devsh
Your transparent cubes look odd: only the front faces are showing, probably because you have back-face culling still on. You might want to disable that when you have transparent materials.
Then he'll need one more pass of deferred for one more layer of transparency.

Re: In-house game engine

Posted: Fri Dec 29, 2017 9:05 am
by mant
devsh wrote:
Your transparent cubes look odd: only the front faces are showing, probably because you have back-face culling still on. You might want to disable that when you have transparent materials.
Then he'll need one more pass of deferred for one more layer of transparency.
I have just realized that, I could also blend Irrlicht's forward pass with mine, or the base material of transparent cube is currently solid, it should not be solid.
I will check again, thanks guys.

Re: In-house game engine

Posted: Mon Jan 15, 2018 1:12 am
by mant
One more random point lights scene
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Physically based rendering test
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Re: In-house game engine

Posted: Tue Jan 16, 2018 11:23 pm
by Mel
Good lord!, there are more models out there than the (in)famous Sponza atrium by crytek! :lol:

Re: In-house game engine

Posted: Wed Jan 17, 2018 10:59 am
by CuteAlien
Hehe, everyone uses Sponza. I guess it allows for great comparisons with other people using it. Btw, Sponza atrium shows even up in game of thrones :-) (for King's Landing castle).

Re: In-house game engine

Posted: Thu Jan 18, 2018 10:12 am
by mant
Sponza just works for me in first try so I keep using it, will look for other scenes when I have enough time and motivation for that :D

Re: In-house game engine

Posted: Tue Aug 28, 2018 9:56 pm
by Asimov
Hi Mant,

That is a nice normalmap on that lion's head.
I am having a few problems with normalmaps which is how I came across your post.
Nice work though.

Re: In-house game engine

Posted: Sun Sep 09, 2018 5:29 pm
by mant
Asimov wrote:Hi Mant,

That is a nice normalmap on that lion's head.
I am having a few problems with normalmaps which is how I came across your post.
Nice work though.
Thank you, it's original normal map image from Crytek's sponza. And my pixel shader code is:

Code: Select all

 
vec3 normalMap() {
  vec3 Normal = normalize(normal);
  vec3 Tangent = normalize(tangent);
  Tangent = normalize(Tangent - dot(Tangent, Normal) * Normal);
  vec3 Bitangent = cross(Tangent, Normal);
  vec3 Bump = texture(texture1, texCoord).xyz;
  Bump = 2.0 * Bump - vec3(1.0, 1.0, 1.0);
  mat3 TBN = mat3(Tangent, Bitangent, Normal);
  Normal = TBN * Bump;
  Normal = normalize(Normal);
  return Normal;
}
 
Hope it will help you a little!