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KRISHNA CHAITANYA GAME ENGINE DEVELOPER

KC Skeletalmesh - Features of first two graphics engines

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This slide showcases features of the engines in action. The artwork in the screenshots ( Levels, lights, meshes, etc. ) for the 1st engine were all done by myself. 2nd Engine was built on top of Unreal engine for the game 'The Inferno' ( Agni ). All the artwork was done by artists at FXLabs. It owns all the copy rights

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Page 1: KC Skeletalmesh - Features of first two graphics engines

KRISHNA CHAITANYAGAME ENGINE DEVELOPER

Page 2: KC Skeletalmesh - Features of first two graphics engines

CONTROL 3D ENGINE

Engine Architecture, Code, Shader scripts and art for Demo worlds all by one person(myself) in 8 months

Starting the day I read my 1st Opengl tutorial, I had learnt and wrote the engine code, Created Textures and Models and Levels (learned Photoshop, 3DS Max, Q3 Radiant during this time ).

Dropped out of B.Tech to do this. Game Industry was non – existent at time. But I was confident it will in a matter of years. Had No one to guide. No eBooks. 1-2 hours every 3 days of Cybercafé access to download small articles, the only learning material available

Page 3: KC Skeletalmesh - Features of first two graphics engines

Hospital Scene

BSP walls with radiosity Light maps

Mesh Objects with Vertex Lighting

Page 4: KC Skeletalmesh - Features of first two graphics engines

Hospital Scene

Radiosity Global Illumination (Q3Rad)

Page 5: KC Skeletalmesh - Features of first two graphics engines

Hospital Scene

Radiosity Global Illumination (Q3Rad)

Page 6: KC Skeletalmesh - Features of first two graphics engines

Hospital Scene

Glass door Without ShadersWith Shaders

Page 7: KC Skeletalmesh - Features of first two graphics engines

Hospital Scene

ICU Lighting Combined with Base textures

Page 8: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Living Room Lots of Shaders in ActionHigh Polygon, High Fill rate scene

Page 9: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Living Room 2 Cris-Cross Quads(4 triangles) with Alpha blend shader to create illusion of a high poly plant.

Page 10: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Living Room With out Shaders

Page 11: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Living Room With Shaders

Page 12: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Living Room AVI Video played back in real time as textures

Page 13: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Bed Room Except the Lamps, everything else is made of BSP Brushes

Page 14: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Bed Room Multi-frame texture animation for simulating Flame in the fire place..

Shadows casted here are using Alpha-Masked texture for determining if light rays can passing through. Its just two triangles with Alpha texture. Without this feature of generating light, this grill needs to be made out of a high-poly mesh to get proper shadows

Page 15: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Kitchen Scene constructed mostly out of BSP Brushes rather than meshes.

Control-3D has been optimized to allow high polygon counts & large textures. It

uses hardware specific extensions like

nVidia nvVertexArrayFence

ATI VertexObject

S3TC Texture compression

HW TnL, Texture Combiners

Combined with a fast PVS/Culling algorithm, and clever Shader rendering

paths, BSP Rendering is as fast as Regular meshes. Which is not the case

with the similar class renderer of Unreal Engine 2

Page 16: KC Skeletalmesh - Features of first two graphics engines

Apartment Scene

Kitchen LightMaps * Base textures * 2

Page 17: KC Skeletalmesh - Features of first two graphics engines

FXLABS

Joined FXLabs as game engine developer for

“THE INFERNO”

Page 18: KC Skeletalmesh - Features of first two graphics engines

G8 GRAPHICS ENGINECross-platform (PC, Xbox) Graphics renderer built upon Unreal

Fully Shaders based rendering for consistency across PC and XBox

• Real-time Vertex & Pixel Lights

• Soft Character Shadows

• Bump maps, Parallax mapping on PC

• Post-Processing framework

• Glow, Bloom, Film-Grain effects

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G8 XBOX Graphics Engine

Cathedral Glows. Light Blooms.

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G8 XBOX Graphics Engine

Soft Character Shadows.

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G8 XBOX Graphics Engine

Cathedral Game Character Instinct animated mesh with diffuse bump mapping

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G8 XBOX Graphics Engine

Fixed Pipe Emulation Shaders Shiny Metal – Cube Maps

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G8 XBOX Graphics Engine

Full Screen Bloom ( Faked 8-Bit HDR on Xbox )

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G8 XBOX Graphics Engine

Decals with Post-Process Glow Glow with Mask

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G8 XBOX Graphics Engine

Cell Shading – Two on top have bloom combined