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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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KRISHNA CHAITANYAGAME ENGINE DEVELOPER
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
Hospital Scene
BSP walls with radiosity Light maps
Mesh Objects with Vertex Lighting
Hospital Scene
Radiosity Global Illumination (Q3Rad)
Hospital Scene
Radiosity Global Illumination (Q3Rad)
Hospital Scene
Glass door Without ShadersWith Shaders
Hospital Scene
ICU Lighting Combined with Base textures
Apartment Scene
Living Room Lots of Shaders in ActionHigh Polygon, High Fill rate scene
Apartment Scene
Living Room 2 Cris-Cross Quads(4 triangles) with Alpha blend shader to create illusion of a high poly plant.
Apartment Scene
Living Room With out Shaders
Apartment Scene
Living Room With Shaders
Apartment Scene
Living Room AVI Video played back in real time as textures
Apartment Scene
Bed Room Except the Lamps, everything else is made of BSP Brushes
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
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
Apartment Scene
Kitchen LightMaps * Base textures * 2
FXLABS
Joined FXLabs as game engine developer for
“THE INFERNO”
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
G8 XBOX Graphics Engine
Cathedral Glows. Light Blooms.
G8 XBOX Graphics Engine
Soft Character Shadows.
G8 XBOX Graphics Engine
Cathedral Game Character Instinct animated mesh with diffuse bump mapping
G8 XBOX Graphics Engine
Fixed Pipe Emulation Shaders Shiny Metal – Cube Maps
G8 XBOX Graphics Engine
Full Screen Bloom ( Faked 8-Bit HDR on Xbox )
G8 XBOX Graphics Engine
Decals with Post-Process Glow Glow with Mask
G8 XBOX Graphics Engine
Cell Shading – Two on top have bloom combined