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Discussion in 'Announcements' started by Riddlemaster, Sep 8, 2008.
I love the fluffy rabbit!
Ok. One more update. "Tropical Island" tech demo will be available for download on 1st of April 2009. Here are some screenshots from it:
And here is youtube trailer: http://www.youtube.com/watch?v=qevGm_8wMJk (both SD and HD are available).
That's pretty amazing, the trees and objects in the screenshots there look a little blury however, but other then that great work!
Because it's a depth of field effect, I suppose
As promised a while back I submitted today nGENE Tech Tropical Island demo. You can download it here. I'm aware that it is a bit buggy and performance is pretty low but you can finally see it in action. Also soon updated executable will be available and it'll speed up things a bit (up to 3x times) as I'm heavily profiling and optimizing right now.
Note: PhysX system software is required!
Note 2: It takes some time to load level. Be patient.
Also as I recently had lecture about my highly praised water technique during IGK'2009 conference (Polish Game Developers Conference) I decided to translate presentation to English and it can be downloaded here.
Looks nice (i liked your SSAO filter too, one of the best i've seen). However the rendering is awfully slow and my system specs are good enough to run Crysis maxed:
CPU: Intel Core2Quad Q9550 @ 2.83GHz
MEM: 2GB RAM
VGA: GeForce GTX 280
OS: Vista 32bit
I'll also test the updated executable once released.
As I'm recently working hard on the nGENE Toolset here are some pictures presenting current version:
As you can see it's still rather simple but I think it should be released by the end of May. It's a much more convenient way of defining world than hardcoding it or creating some text file in notepad
And here is youtube movie showing editor in action: http://www.youtube.com/watch?v=WFPgZEcw1TU (both SD and HD are available).
The normal mapping looks inconsistent. Something is up with the statue for sure. That's a pretty common test model, and it shouldn't look like that.
It's ok I think. The texcoords are stretched for it so it looks a bit odd.
Here are some new pics and a movie from nGENE Tech Toolset.
There is also download available (finally!): http://www.mediafire.com/?yzohmggnyil
Current version is still rather buggy but it is possible to create some simple "scenes" in it and see how they will look in the engine. Also many of the engine features are not present in the editor but I'm working on that
Some of you might remember nGENE Tech, 3D engine I've been working on for some time now. Last few months I've spent mainly on improving existing features and fixing various bugs so there is not much to show really (as most of them is rather low level). But in the last few days I had a chance to improve visuals a bit and here goes the results.
These screenshots come from updated nGENE demo. I tried to take into account as many opinions and requests as possible.
For more information visit nGENE Homepage. Updates of nGENE are much more frequent now, I try to commit to the SVN on a daily basis.
fyi your link has a typo---
Thx I've already corrected this. Here is a short movie presenting light shafts in nGENE:
Since last post several months have passed but I still work on nGENE Tech. Most recently I'm working on some low-level things and optimizations. This includes animation system (character animation system is already supported) and multi-core CPUs support ( http://wtomandev.blogspot.com/2010/06/parallel-task-management.html ). The newest addition is C# support for nGENE using SlimDX ( http://wtomandev.blogspot.com/2010/06/ngene-tech-going-c.html ). The port is done by Amer Koleci. There is also a plan to make nGENE work with XNA soon.
I added a few effects like Orwig technique ( http://wtomandev.blogspot.com/2010/05/orwig-technique.html ) and heat haze for ground ( http://wtomandev.blogspot.com/2010/05/heat-haze-effect.html ).
For those who haven't heard about the project its homepage: http://ngene.wikidot.com/