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Engine Programmer

Started by Overstatement, November 17, 2006, 06:09:28 PM

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Overstatement

Hello,

I know C++ and I programming an engine in my spare time (no, you cant use it or see it!). I know a whole bunch of engine programming pre-ps1.4 up to parallax mapping (only know the concept of pmapping, not the math and stuff). Engine uses DirectX, Microsoft Windows(for input and ... windows) and soon to be intagrated with ODE for physics. Oh, and I've been playing CT Versus since it was released.

XFire: Overstatement

goodkebab

if you had a choice of free 3d engines to use...what would u choose?

iservealot

Have any experience with Unreal Engine? Would you understand how it works?

Overstatement

It really doesnt matter. Engine stuff like animation and other stuff you've never heard of are the same in any engine and shader stuff can be(usually are?) customized for graphics.

Irrlicht seems to have the best and understandable structure (for me) and is even starting a map editor. It would also have to have fast code to make up for the fact that it exclusively uses the DirectX draw command that every book and website I've read to avoid because its inefficient (DrawPrimitiveUP).

But OGRE has a cool website, lots of games built on it and support.

I dont have any experinces with other engines. So I would just understand the generic stuff.

MR.Mic

#4
also, a good read on relief mapping...
http://fabio.policarpo.nom.br/relief/index.htm

I prefer relief mapping over parallax mapping, because parallax mapping has an inherent swim to it. Plus relief mapping self-occludes. (I know some mathematical models of parallax mapping self-occlude.) A disadvantage to relief mapping is aliasing at severe angles, due to precision problems in the raycast testing.

Also, irrlicht looks great.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

Overstatement

#5
Did I mention my Geforce 4 ti-4200 cant run anything past ps1.3?

There is no reason for this game (mod? what are we calling it?) to not have fallbacks. I'm sticking up for the little people with old hardware!

Edit: I still program shaders in assembly. I'm an old dog.

MR.Mic

Quote from: Overstatement on November 17, 2006, 06:48:32 PM
Did I mention my Geforce 4 ti-4200 cant run anything past ps1.3?

There is no reason for this game (mod? what are we calling it?) to not have fallbacks. I'm sticking up for the little people with old hardware!

Edit: I will program shaders in assembly. I'm an old dog.

Fallbacks are perfectly acceptable, as long as the framework is in place to allow for more advanced visual effects.

Modularity is going to play a key role.
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

goodkebab

from a character standpoint the game engine has to have for animators:

Ik/FK
Blendshapes
Vertex Coloring
Blend animations
Animate UVs
Grab objects (neck grab)
Programmer needs to be able to isolate and animate joints (spy changes vision animation)
Programmer needs to constrain and aim joints  (DA spy looking in direction of camera)
Be able to do multiple things while in different animations (spy changes orientation while jumping/falling)

AND it has to be able to do this all, fast and online with 4 players in close proximity.

ElShotte

... with decent FPS on budget systems.

Overstatement

Quote from: goodkebab on November 20, 2006, 03:09:34 PM
from a character standpoint the game engine has to have for animators:

Ik/FK
Blendshapes
Vertex Coloring
Blend animations
Animate UVs
Grab objects (neck grab)
Programmer needs to be able to isolate and animate joints (spy changes vision animation)
Programmer needs to constrain and aim joints  (DA spy looking in direction of camera)
Be able to do multiple things while in different animations (spy changes orientation while jumping/falling)

AND it has to be able to do this all, fast and online with 4 players in close proximity.

Ok, we will add whatever you want

goodkebab

you really think you got the time and energy to do all that?  How many people you need to help?

Overstatement

#11
Actually, I was just too lazy to answer fully but now you've asked for it!

IK/FK - Dont know about FK is or how it applies to games. IK has always seem like overkill to me. Who actually notices if a characters feet are touching the steps when walking up stairs? Not quite sure what ever they could be used for that would not look incredibly ugly. You could mean "we need an engine where my IK-driven animation can run" in which case it will because file exporters export joint keyframes, not effectors.

Blendshapes - Dont know what that is. It could either mean vertex animation or multiple bone weights which are both widely supported.

Vertex Coloring - Not an animation issue, also supported.

Blend animations - Not sure about this. Engines can easily compose from 2 animations whose joints dont overlap but blending? Meh. If you mean blend in / blend out of animations, supported

Animate UVs - Good to go

Grab objects - Not an engine problem. This we'll HAVE to program.

Programmer needs to be able to isolate and animate joints - See blend animations

Programmer needs to constrain and aim joints - Dont know what you mean. Lots of people are here because they cant play DA. Your DA references are not welcome. If you mean making the head of a model always looking at an invisible cube (or whatever), not sure.

Be able to do multiple things while in different animations - When does a spy ever rotate while in the air?

AND it has to be able to do this all, fast and online with 4 players in close proximity - Duh

Sorry if I misunderstood something. Artists and programmers have different dictionaries.

Edit: Damn right I can do it, we are going to have an army of programmer who can barely tell the difference between compile and link. Give them all the boring stuff.

MR.Mic

By the way, how hard would it to be to program walking animations that emulate how CT spies do it (non-floorslipping speed-changing interpretive footsteps)?

Just in case you have forgotten how spies walk at vastly different speeds, I have included a video of me hugging the wall and walking at an angle to make my spy move very slowly, so the effect is very clear.

Video is encoded in Xvid, any generic Mpeg-4 decoder will play it (divx, xvid, etc...)
[size=2]Lead Visual Effects Artist - Advanced Materials, Particles, and Post-Process Effects
Website: http://studentpages.scad.edu/~ctripp20/index.htm][/size]

Overstatement

#13
Quote from: MR.Mic on November 21, 2006, 03:50:35 AM
By the way, how hard would it to be to program walking animations that emulate how CT spies do it (non-floorslipping speed-changing interpretive footsteps)?

Just in case you have forgotten how spies walk at vastly different speeds, I have included a video of me hugging the wall and walking at an angle to make my spy move very slowly, so the effect is very clear.

Video is encoded in Xvid, any generic Mpeg-4 decoder will play it (divx, xvid, etc...)
It should be super-duper easy. Every animation thing has an update function so you can tell it how much to advance the animation according to the time past since last update(frame-indepentant animation). Without this, the animation would not take time into consideration and would move dependent on how quick frames are rendered. You can see this affect with old games that run really fast on modern computers (because modern computers process faster than the computers they were designed for). So just update with less time past, for slower animation. Link it to how fast the model is moving.

goodkebab

#14
1.the engine we choose needs to be able to export IK.

2. blendshapes....we may not need them but it is worth knowing.  basically...imagine a face of the character with different expressions being animated without joints.  This done by moving vertices around in the 3d program and then exporting the different positions of the vertices.

3.  constrain joints.  in CT,  when spy was on a pipe and upside down and using his tazer....the arm was constrained to the camera....same with back to wall and using tazer.

4. spys can rotate in air while falling in DA -this is a subtle but effective addition for spys that fall from extreme hights but want to do a ledge grab beneath them.  Spys can jump forward AND backwards.  We have to have an effective solution for spies to be able jump over a ledge and do an automatic ledge grab.

5. Blend Animations.   When you link between different animations...sometimes there are an infinite number of possibilities that the animator cannot animate.
Namely the Head movement when doing a vision change.  This is done during ALL animations of the spy....the programmer will need to be able to do this.  Animator will simply animate the head movement...and programmer needs to attach the animation to spy running, walking, crouched, climbing pipe....etc etc.

6.  I will be using Maya for the animations...so I will need an exporter for maya to the game engine, preferably an animation viewer so i can test the animations without needing the game engine itself. And, I will need to the limitation (number of joints and skeleton heirarchy etc.) of the rig that exporter can handle.

7.  Our modellers and texture artists will probably be using 3dsMax.  They will also need to see their models in a view to test the shaders....like normal mapping and environments maps.