Here\'s the movie...
http://www.internalpain.sk/rendered_mater/images/render_small.zip Graphics : Shaders Shading defines the interaction between the surface materials, the lights, the atmosphere and the
camera. Rendering pulls all the pieces together to generate the final image. In our engine we use
leatest features supported by NVidia graphics cards for face and point shaders.
Shadows & lighting Lighting is a process of computing colors based on light sources and materials. We use OpenGL
support for lighting.
The term Shading refers to the process of computing pixel colors after calculating the lighting. We
use STENCIL_BUFFER to compute the shadow. Before computing, we precalculate objects, which
cast shadow in order to minimaze time for shadow calculation.
Animated textures & flame animation We get the effect of animated textures and flame by changing texture coordinates and face textures.
Bump mapping Bump mapping is a method for changing visual appearance of the surface by using a different set of
normals for lighting than surface normals. For bump mapping we nead multiple rendering passes or
ability to do multitexturing. The bump texture is gray-scale and their coordinates are computed
depending on lights positions.
Environment mapping Environment mapping is a method that allows surfaces to be drawn with a reflection of the
enviroment in which the surface is situated.
Dynamic lightsBehavior of dynamic lights is defined for each level, which means
way each light rides and acts.
Static lights & LightmapsStatic lights are defined for each scene. These lights are used for creating lightmaps in the phase
when the level is compiled. We can define size of lightmaps textures and other parameters for
lightmaps computing. In the rendering phase we also use multiple rendering passes or ability to do
multitexturing.
Textures & Multitexturing If the graphics card supports OpenGL ARBMultitexturing extension, we use it. For speeding up the
rendering process we sort scene object by material (texture).
Blending & Glass material rendering For materials in which we need glass apperance, we use transparency and special textures with
alpha channel.
Liquids, MirrorsScene objects, which are of Liquid or Mirror type, are specially rendered. Liquids have posion sets for
each of the points precomputed. We use parametrized function so we can easly modify the liquid
behavior.
For mirror simulations we use two passage rendering. In the first passage, the orginal scene is
rendered; in the second pasage, the scene behind the mirror is rendered in reverse order, which is
later blended and culled by mirror object.
Animations :Skeleton animation Our animations use skeleton and it\'s mapping on the animated object from 3D StudioMax. Animation
is computed in real time based on defined bone movement. Engine also supports face animation.
Weapons and Items Engine supports large parameters scale for weapons and items. Dropped weapons or items can be
destroyed by the player.
Walls Engine allows defining for each object material his demolition and deformation. While the game is
runing, the reaction (deformation) is computed using power of weapon and material parameters.
Character’s body partisioning ( character body\'s tree ) Character’s body consist not only of one part but can be defined as several parts assembled
together. For each part own damage is defined and can be destroyed separatly. For the whole
character the dependecy tree is defined. Tree defines importance of each part for life, movement,
etc.
Other modules
Network modul
Engine is created in Client/Server architecture and is supporting TCP/IP and UDP protocols. We
want also support multiplayer modes using internet network and playing behind firewall.
BSPTree - visibility testing - HSR (hidden space removal)
To divide level space into subspaces, for which visible object sets are computed, we use BSPTree.
Engine supports parametrizing of BSPTree computing to balance between memmory usage and
rendering speed.
Scripting
For ability to create new game modes and change engine behavior we support script laguage, which
is interpreted by engine and override standard behavior.
Physics and collisions For speeding up collisions and physics computing we compute surrounding objects in compiling
phase. Each player and creature has large set of paramaters, which allow enjoyment from the real
feel of the game.
Particles
We create own advanced particle system, which is fully paremetrized.
Artificial intelligence
Using script language and character parameters, we can easily modify creature behavior. There are
several standard character types in the engine and others are derived from these types. It has
advanced system of path planning, interaction between the creatures, and navigation objects.
http://www.internalpain.sk/engime_mater/engine.htmIt\'s not pre-rendered...it\'s real time ? booo