Stories from November 28th, 2011

Doom 3 GPL source code now available

Graphics Programmers have a new toy to play with thanks to John Carmack and id software, who have just released the source code to their amazing game engine Doom 3.  Unfortunately, some of the best parts are missing.

No game data is contained, as it’s of course still covered under EULA, and the original engine’s shadow rendering trick known as Carmack’s reverse has been replaced for legal reasons.

Presumably, this is due to the issue with the Patent, awarded to Creative Labs.  The technique itself isn’t a secret anymore, but will be part of a legal entanglement similar to the old “Marching Cubes” problems of yester-year.  Hopefully it’ll all pass soon.

Get the code on Github.

via Doom 3 GPL source code now available | The Verge.

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Stories from October 21st, 2011

Next gen Square Enix engine vs real life

Square Enix, video game publisher behind titles like Final Fantasy and Kingdom Hearts, has been demonstrating their new “realtime rendering engine” that they claim will to what they call “quality live action” graphics.  The photos and video they’ve shown are truly impressive.

As examined in the screenshots below, Square Enix is trying to get as close to absolute true fidelity as possible with its Direct-X 11 supported platform, known as Luminous.

At the press conference the company displayed source material pictures and their corresponding game maps. The engine allowed engineers to build navigable spaces rendered in real-time, as suggested in the video further down below.

While the environments look amazing, there’s little to no information on what they’ve done for rendering people. Hopefully the Uncanny Valley problems won’t derail their entire project. Look below for a sadly uninspiring piece of video. Uninspiring until you realize it’s actually rendering in-game in real-time.

In pictures: Next gen Square Enix engine vs real life | Game Development | News by Develop.

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Stories from October 11th, 2011

Unigine engine’s new Valley demo preview


The folks behind Unigine have an amazing new demonstration video available on YouTube showing their engine rendering an impressive mountain valley scene full of rocks and trees. Showing both beautiful vistas and amazing detail in individual plants, they’re really raising the bar on game graphics.

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Stories from March 8th, 2011

CG_GL engine adds Several New Features

The CG_GL engine, available here, has got some nice new features like portals (similar to the “Portal” game), bokeh rendering, and PhysX support, to go with all the old features like scattering, particles, volumetric fog, and more.  While you may not want to actually use it for a game, it’s a great educational tool on how to implement these effects in your own projects.

CG_GL engine is OpenGL API-based open source engine for creating and managing effects. The newest version of the engine adds features like movable and scalable portals (like in the “Portal” game) working with NVidia PhysX, improved bokeh depth of field, more realistic fog, particles, fake raytrace using cube maps and many improvements. It now works both on Windows and Linux. There is also simple game created using the engine.

via CG_GL engine adds new features like portals, bokeh depth of field and particles – opengl.org news.

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Stories from January 7th, 2011

Render[in] real-time radiosity engine for Sketchup

Another day, another high-end rendering engine for SketchUp.  This time from ‘SB2′, the Render[in] engine is a real-time radiosity engine that comes with a few other bells and whistles.

Render[in] is a fully-integrated, real-time radiosity rendering engine developed for SketchUp Free and Pro.  Render[in] is fast, easy to use, and works with all the same SketchUp settings, like geometry, camera, sun, colors, textures, etc.  You don’t need to change a thing – just render your project!  You can also add your own specific settings like specular reflection, point lights, spotlights, and 3D sky and clouds

They have a trial version available for download in the members area, and the full version retails for $160 USD.

Render[in] – Fully-integrated real-time radiosity engine for Sketchup – Welcome to Renderin.com.

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Stories from November 1st, 2010

SimplyCube 3D application development tools

There’s a new 3D Engine on the block, and it’s called ‘SimplyCube’.

Designed specifically to ease the interactions between 3D graphics and simulation of realistic physics behaviors, the SimplyCube enables any software developer to integrate every asset of 3D simulation in his applications.

While still in development, its a combination of engine and toolbox to merge physics and 3D graphics into a single engine.  According to their blog, they are currently porting it from the PC to Windows Phone 7, an interesting choice to be sure.  They also eventually it will be available on the Web, the XBox 360, and other platforms.

If you peruse their blog you’ll see some great examples of SimplyCube in use in a wide variety of applications, just as Realtime 3D UAV simulation with MATLAB and 3d marketing product demonstrations.

It boasts a great collection of rendering features like volumetric lighting and global illumination, and support for various physics engines including NVidia’s PhysX.  Unfortunately, it’s currently unavailable as they prepare for a final release.

SimplySim – SimplyCube – 3D application development tools.

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Stories from October 16th, 2010

Alternativa 3D goes free

The 3D Flash-based gaming engine Alternativa3D is now free for all to use, requiring only a link to Alternativa Company even in commercial projects. In addition, the new version utilizes new Flash3D API’s.

Second, Alternativa works on Alternativa 3D 8 engine based on new Flash player with the next generation 3D API’s. It’s all what is possible to say about it before Adobe MAX. Till new Flash player is in a work-in-progress stage and barely be ready earlier then in a year we offer to use A3D 7. More than likely it’ll be possible to port projects based on the seventh version to A3D 8.

If you want to check it out, you can hit them up at Adobe MAX where they’ll be presenting in area 515B.

They’re mum on what “next generation 3D API’s” means, but I’m pretty sure you can make an educated guess.  Afterall, they’ve been adding GPU-acceleration on video playback over the last year.

Update 2:57pm: At request of Alternativa, corrected some language up above.

Alternativa Platform blog » » Alternativa 3D is free! See you at Adobe MAX!.

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Stories from October 4th, 2010

NeoAxis Game Engine 0.9 with Collada & 3dsMax2011 Support

NeoAxis has just hit v0.9 and added some impressive new features.  Probably most popular is the new support for 3dsMax2011 and Maya2011, along with COLLADA mesh format.  Those 3 things probably make it compatible with pretty much every single modeling and animation package on the market today.  But they didn’t stop there, in addition they’ve added:

  • Parallel-Split Shadow Map (PSSM) technology has been added.
  • Full support of point light shadows. Shadows are based on cubemaps now.
  • Web Player 1.3. Networking support.
  • Binaries for 64-bit systems.
  • Visual Studio 2010 and .NET 4.0 support.
  • Advanced GUI features. See video: http://www.youtube.com/watch?v=ED_UtcgMNQc.

Some great stuff here, and they’ve got it in the FREE non-commercial SDK for all to enjoy.

NeoAxis Group news | NeoAxis Game Engine.

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Stories from May 17th, 2010

BlendELF, 3D Game Engine

Samuel Anjam has created a new 3D Gaming Engine he calls “BlendELF” has part of a student project, and so far the results are pretty impressive.  Supporting skeletal animation, LUA, C++ and .NET API’s, some advanced lighting effects and much more, it’s a pretty impressive demonstration that runs on both Windows and Linux.

BlendELF is a game engine written by me, Samuel Anjam, an IT student at the University of Jyväskylä. I am coding the engine as my portfolio project, as a proof of my skills in 3d graphics and game logics/systems coding. I release this engine under the assumption that it could be useful for other people in making prototypes, games and virtual realities.

Hit his site for details and downloads.

via BlendELF, 3D Game Engine.

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Stories from April 6th, 2010

Neutrone Real-Time Rendering Engine

Several years under development and first demo’ed at GDC, the NeutronE gaming engine brings real-time rendering via DirectX11 and GPU/CPU cooperation.  The technology is still fairly young, but their website has several demonstration videos showing what it can do.  A short bulleted list looks like:

  • Real-time Global Illumination
  • Real-time detail tessellation
  • Real-time time-of-day change
  • Compute shader for real-time ocean rendering
  • Underwater rendering with real-time caustics and fog
  • Soft Shadows with shadow blending
  • Volumetric clouds
  • Real-time SSDO
  • Real-time GPU/CPU Particle Effects
  • Volumetric lighting

A pretty impressive list of features, no doubt.  Hit their website for all the demos and details.

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