Phoenix Engine 6-7-05 Lighting

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David
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Phoenix Engine 6-7-05 Lighting

Post by David » Tue Jun 07, 2005 3:02 am

I started working on my new cross-platform engine, Phoenix, a few days ago, and have made a lot of progress on the basic framework.

Most recently I have been working on dynamic lighting and shadowing; here are a couple screenshots of what I have been doing:

Image

Image
Last edited by David on Wed Jun 08, 2005 1:14 am, edited 2 times in total.

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ridestowe
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Post by ridestowe » Tue Jun 07, 2005 5:35 am

!!!!!!!!!!!!!!!!!!!!!! oh my god! that looks awesome man!

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Crill3
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Post by Crill3 » Tue Jun 07, 2005 6:13 am

Yay!

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Post by Albab » Tue Jun 07, 2005 7:39 pm

Whoa. Thats pretty nice. How do you do things like that? I'd like to get into game development. I would just like to know what you use. Is it from scratch?

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Post by David » Tue Jun 07, 2005 8:19 pm

I am using Visual C++ 2003, and OpenGL. Yes, I started this new engine from scratch.

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Lugaruman100
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Re: Phoenix Engine

Post by Lugaruman100 » Tue Jun 07, 2005 8:31 pm

You started a few days ago?? I thought you have been working on the engine for the past few weeks. Anyways, I find the X,Y,Z axis screenshots look very cool not to mention the grid looks allmost like theres polygons and textures on it.

The second screenshot looks pretty basic but I like the high-poly teapots.

So pretty soon, are you going to post a screenshot of a character model in the engine?

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Re: Phoenix Engine

Post by David » Tue Jun 07, 2005 9:56 pm

The point of the second screenshot is the real-time self-shadowing

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Re: Phoenix Engine

Post by Lugaruman100 » Tue Jun 07, 2005 11:05 pm

David wrote:The point of the second screenshot is the real-time self-shadowing
I could tell, the shadows look good but I guess the first screenshot doesn't have to do with XYZ axis? Possibly RGB?

But seriously, I am dieing to know what terrain and character models look like in the Phonenix engine, please post some soon. :(

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Re: Phoenix Engine

Post by Jeff » Wed Jun 08, 2005 1:13 am

Lugaruman100 wrote:
David wrote:The point of the second screenshot is the real-time self-shadowing
I could tell, the shadows look good but I guess the first screenshot doesn't have to do with XYZ axis? Possibly RGB?

But seriously, I am dieing to know what terrain and character models look like in the Phonenix engine, please post some soon. :(
Hey, you have to start with the basics.

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Post by David » Wed Jun 08, 2005 1:14 am

Terrain and character models are coming up at some point, you can't expect me to finish the whole engine in less than a week

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Post by ridestowe » Wed Jun 08, 2005 4:21 am

David wrote:Terrain and character models are coming up at some point, you can't expect me to finish the whole engine in less than a week
yes we do! go! now! work!

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Post by Crill3 » Wed Jun 08, 2005 5:01 am

ridestowe wrote:
David wrote:Terrain and character models are coming up at some point, you can't expect me to finish the whole engine in less than a week
yes we do! go! now! work!
no we dont! stay! later! rest!

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Post by zip » Wed Jun 08, 2005 9:38 am

Very nice, can't wait to see what it will look like textured.
If you are using Visual C++.. that means the mac version will not be out first?

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Post by Lugaruman100 » Wed Jun 08, 2005 10:12 am

David wrote:Terrain and character models are coming up at some point, you can't expect me to finish the whole engine in less than a week
I know that, I don't expect the engine to come out in a week, more like 12 months to 2 years.

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Post by David » Wed Jun 08, 2005 11:33 am

It will probably be a simultaneous release this time. I want to ensure compatibility from the very beginning, instead of having to port at the last minute.

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