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Articol:
CryEngine 2 - Oh my God! E plin de iarbă...
Autor: nekitu, postat pe 24 Mar 2007 15:27:03
Despre CrytekO companie cu programatori din toate ţările, cam asta ar fi, însă cu mentalitate germană. Producători de tehnologie software 3D şi nu numai, FarCry a fost un joc mult aclamat la vremea lui. Website http://crytek.com Despre CryEngineMotorul grafic din spatele FarCry şi mai recent din spatele jocului Crysis, în a doua reîncarnare a motorului CryEngine2. CryEngine2Câteva din specificaţiile acestui engine nou: - Integrated CryENGINE Sandbox2 Editor: Run time engine is fully integrated into the CryENGINE Sandbox2 editor to give designers “What you see is what you play” functionality
- Renderer: integrates indoor and outdoor technology seamlessly. Offers rendering support for DirectX 8/9/10, Xbox 360, PS3
- Physics System: supports vehicles, rigid bodies, liquid, rag doll, cloth and soft body effects. The system is integrated with the game and tools.
- Animation System: Playback and blending between motion data (captured or key framed) combined with inverse kinematics (using biomechanical hints) and physical simulations. Special attention was applied to realistic human animation (e.g. adapting to uneven terrain, eye tracking, facial animation, leaning when running around corners, natural motion transitions).
- AI System: Enables team based AI and AI behaviors defined by scripts. Ability to create custom enemies and behaviors without touching the C++ code.
- Data-driven Sound System: Complex sounds can be easily created and offer innovative use and impression in studio quality in any available surround configuration. Multi-platform compatibility is guaranteed by FMOD’s sound library.
- Interactive Dynamic Music System: Improved playback of music tracks by an arbitrarily logic that can react on any game events and support the player to experience a movie-like sound track.
- Environmental Audio: Achieve a dense sound impression by accurately reproduce sounds from nature with seamless blending between environments and their effects from interior/exterior locations.
- Network Client and Server System: Manages all network connections for the multiplayer mode. It is a low-latency network system based on client/server architecture. The module was completely rewritten to accomplish the demands of next-generation multiplayer games.
- Shaders: A script system used to combine textures in different ways to produce visual effects. Supports real time per-pixel lighting, bumpy reflections, refractions, volumetric glow effects, animated textures, transparent computer displays, windows, bullet holes, and shiny surfaces.
- Terrain: Uses an advanced heightmap system and polygon reduction to create massive, realistic environments. The view distance can be up to 16km when converted from game units.
- Voxel Object: Allows creating geometry a heightmap system wouldn’t support to create cliffs, caves, canyons and alien shapes. Voxel editing is as easy as heightmap editing and fast in rendering.
- Lighting and Shadows: A combination of precalculated properties with high quality real time shadows to produce a dynamic environment. Includes high-resolution, correct perspective, and volumetric smooth-shadow implementations for dramatic and realistic indoor shadowing. Supports advanced particles technology and any kind of volumetric lighting effects on particles.
- Fog: Includes volumetric, layer and view distance fogging even with non homogeneous media to enhance atmosphere and tension.
- Resource Compiler: Assets become compiled in the platform dependent format by the resource compiler. This allows to do global changes (e.g. mipmap computation, mesh stripification) depending on presets and platforms without scarifying loading time.
- Polybump™ 2: Standalone or fully integrated with other tools including 3ds max™. Creates a high quality surface description that allows very quick extraction of surface features normal maps in tangent-space or object-space, displacement maps, unoccluded area direction, accessibility and other properties.
- Scripting system: Based on the popular LUA language. This easy to use system allows the setup and tweaking of weapons/game parameters, playing of sounds and loading of graphics without touching the C++ code.
- Flow graph: The flow graph system allows the designers to code game logic without touching a line of code. Coding basically becomes connecting boxes and defining properties.
- Modularity: Entirely written in modular C++, with comments, documentation and subdivisions into multiple DLLs.
- Multi-threading: Support for multithreaded, multicored, or multiprocessor CPU(s), which improves many aspects of the game such as AI and physics by speeding up CPU computations. One huge advantage to the CryEngine2 is that it will detect the number of threads the CPU(s) have and will then equally distribute code out across all of the threads.
- 64Bit: Support 32bit and 64bit OS to allow more memory being utilized.
 ( articol in lucru, more soon  )
Comentarii pentru acest articol:
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Postat la 24 Mar 2007 22:32:28 Subiect: < fara subiect >
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Rimio info:
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Rimio:
Wow ... fata negrului e super tare, dak e randata in real time  . Oricum, way to cool for me 
If at first you don't succeed, you fail.
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Înregistrat pe: 24 Mar 2007 21:50:44
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Postat la 24 Mar 2007 22:58:15 Subiect: < fara subiect >
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nekitu info:
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nekitu:
da, e real time, subsurface scattering, skin shader cu softness, etc. ... si bineinteles mai intai de toate great artwork / 3D model si texturi, probabil artistul merita cele mai multe credite acolo. 
SpoOoOoock! Life Is Too Short For Cheap Chocolate
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Postat la 25 Mar 2007 00:59:55 Subiect: < fara subiect >
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Rimio info:
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Rimio:
Uite am citit de shadows in dexcription si am vazut soft shadows. A facut careva pana acum real time (aka stencil) soft shadows? Daca da, cum, k eu nu am gasit nicaieri si umbrele care mi-au iesit sunt nerealiste rau.
If at first you don't succeed, you fail.
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Înregistrat pe: 24 Mar 2007 21:50:44
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Postat la 25 Mar 2007 01:35:01 Subiect: < fara subiect >
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nekitu info:
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nekitu:
pai cu stencil shadows nu prea iti ies soft deloc, ba foarte clare (vezi DOOM3), doar daca folosesti un hibrid (cauta pe google Rendering Fake Soft Shadows with Smoothies), soft shadows faci cu shadow mapping / projection, ori faci blur in screen-space ori cand randezi textura pe obiectele care primesc shadow..
Ultima editare efectuată de nekitu pe 25 Mar 2007 01:35:22; 1 editări în total
SpoOoOoock! Life Is Too Short For Cheap Chocolate
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Postat la 26 Mar 2007 15:59:10 Subiect: < fara subiect >
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OmicronZone info:
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OmicronZone:
Recomand cu caldura sa cautati midlleware(Softuri care se focalizeaza pe o anumita parte a engine-ului)[cautati in wikipedia ] astfel nu veti reusi sa faceti nimic K-lumea
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Înregistrat pe: 26 Mar 2007 14:58:42
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OmicronZone
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Postat la 26 Mar 2007 17:32:26 Subiect: < fara subiect >
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Rimio info:
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Rimio:
Middleware is the enabling technology of Enterprise application integration. It describes a piece of software that connects two or more software applications so that they can exchange data. Cam lacunar postul tau, mai ales faza cu focalizatu. Te cunosc, paul, si nu ai destula experienta sa ne vb de sus. Mai ales lui nekitu ! Nu vreau sa fiu rau, dar hai sa renuntam la atitudinea de "i know everything" ca sa construim o comunitate sanatoasa. Back on topic. Eu zic ca orice engine isi manageuieste singur fluxul de informatii dintre subsisteme si ar fi cam weird sa dezvolti un alt software care sa faca chestia asta. Poate nu am inteles bine ce ai zis tu, te-ai referit la altceva. In cazul asta, please clarify.
If at first you don't succeed, you fail.
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Înregistrat pe: 24 Mar 2007 21:50:44
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Postat la 26 Mar 2007 21:18:47 Subiect: Re:
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OmicronZone info:
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OmicronZone:
Rimio a scris: Middleware is the enabling technology of Enterprise application integration. It describes a piece of software that connects two or more software applications so that they can exchange data. Cam lacunar postul tau, mai ales faza cu focalizatu. Te cunosc, paul, si nu ai destula experienta sa ne vb de sus. Mai ales lui nekitu ! Nu vreau sa fiu rau, dar hai sa renuntam la atitudinea de "i know everything" ca sa construim o comunitate sanatoasa.Back on topic. Eu zic ca orice engine isi manageuieste singur fluxul de informatii dintre subsisteme si ar fi cam weird sa dezvolti un alt software care sa faca chestia asta. Poate nu am inteles bine ce ai zis tu, te-ai referit la altceva. In cazul asta, please clarify. Some companies now specialize in developing software suites known as "middleware." Middleware developers attempt to "pre-invent the wheel" by developing robust software suites which include many elements a game developer may need to build a game. Most middleware programs provide facilities that ease development, such as graphics, sound, physics and AI functions. Gamebryo and RenderWare are two such widely used middleware programs. Some middleware only do one thing, but do it more convincingly than general purpose engines. For example, SpeedTree was used to render the realistic trees and vegetation in the Playstation 3, Xbox 360, and Microsoft Windows RPG The Elder Scrolls IV: Oblivion. Two widely-used packages that provide subsystems of functionality include Havok and several of RAD Game Tools' systems. Havok provides a robust physics simulation system and RAD Game Tools develops systems for video rendering, audio playback and 3D rendering. Some middleware contains full source code, others just provide an API reference for a compiled binary library. Some middleware programs can be licensed either way, usually for a higher fee for full source code. Deci nu iau pe nimeni de sus doamne fereste !Chiar vreau sa ajut !Imi cer sincer scuze daca am lasat impresia asta mai ales lui nekitu ! Parerea mea e ca nu e weird pentru ca iti pot oferi mai multe optiuni si iti pot usura considerabil munca!Parerea mea
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Înregistrat pe: 26 Mar 2007 14:58:42
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OmicronZone
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Postat la 26 Mar 2007 21:27:04 Subiect: < fara subiect >
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nekitu info:
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nekitu:
s-a inteles gresit probabil, eu sunt total de acord cu middleware pentru module specializate, de ex. in engine-ul meu folosesc 3rdparty stuff, OpenAL, D3D, OGL, ODE, DevIL, etc. care sunt integrate in engine ca si plugin-uri / providere de servicii, asa ca pot schimba imediat cu un alt middleware fara sa schimb o linie in main game/engine code.
SpoOoOoock! Life Is Too Short For Cheap Chocolate
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Postat la 27 Mar 2007 00:08:25 Subiect: < fara subiect >
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Rimio info:
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Rimio:
OK, mea culpa, eram prost informat  .
If at first you don't succeed, you fail.
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Înregistrat pe: 24 Mar 2007 21:50:44
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Postat la 19 Feb 2009 16:26:12 Subiect: < fara subiect >
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Ilidur info:
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Ilidur:
Acuma am revenit si eu pe GDRo si ma uitam prin articole... nekitu tu spui ca folosesti D3D si OGL ca plugin? eu tot timpul ma gandeam la astea ca o baza pentru pluginuri... poti clarifica mai exact partea asta? sau mai bine zis poti sa-mi spui cum ti-ai facut baza astfel incat sa folosesti cele de mai sus ca plugin-uri?
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Înregistrat pe: 14 Apr 2007 01:43:09
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Programator junior
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Postat la 21 Feb 2009 23:54:44 Subiect: Re:
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nekitu info:
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nekitu:
Ilidur a scris: Acuma am revenit si eu pe GDRo si ma uitam prin articole... nekitu tu spui ca folosesti D3D si OGL ca plugin? eu tot timpul ma gandeam la astea ca o baza pentru pluginuri... poti clarifica mai exact partea asta? sau mai bine zis poti sa-mi spui cum ti-ai facut baza astfel incat sa folosesti cele de mai sus ca plugin-uri? iti definesti o clasa interfata cu metode comune virtuale celor doua API, si poti mosteni aceasta clasa interfata intr-o implementare pentru fiecare, codul implementarii se va gasi in DLL-uri care se vor incarca dinamic, depinzand de ce ai ales sa folosesti la randare ex: d3drenderer.dll sau oglrenderer.dll
SpoOoOoock! Life Is Too Short For Cheap Chocolate
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Postat la 23 Feb 2009 10:22:54 Subiect: < fara subiect >
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meeshoo info:
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meeshoo:
Deci sa ne lamurim, articolul asta incepe gresit. Far Cry 2 nu este bazat pe CryEngine, nici pe CryEngine 2, si nu este facut de CryTek (sau cum se cheama compania) ci de Ubisoft, si e facut de o echipa din Turcia a companiei franceze. Singurul lucru care il are in comun cu FarCry primul este franciza, si cam atat. Restul totul este facut in-house de Ubisoft si nu are nimic cu engine-ul folosit de Crysis si nici cu compania care a facut FarCry primul.
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Înregistrat pe: 15 May 2007 10:52:43
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Jungle Troll Entertainment
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Postat la 23 Feb 2009 14:19:47 Subiect: < fara subiect >
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OViNET info:
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OViNET:
Meshoo, ...Si ce e cu asta ?
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Postat la 23 Feb 2009 16:25:30 Subiect: Re:
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Pintea info:
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Pintea:
OViNET a scris: Meshoo, ...Si ce e cu asta ? Meshoo a facut o apreciere on-topic despre o greseala din articol ce ar trebui corectata. Tu esti offtopic. La fel si eu.
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Înregistrat pe: 05 May 2007 14:50:45
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Postat la 23 Feb 2009 20:39:16 Subiect: < fara subiect >
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Ilidur info:
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Ilidur:
singura problema in afirmatia lui meshoo este ca nu apare nicaieri numele lui FarCry 2 sau cel putin search-ul firefox-ului nu mi-a dat vre-un raspuns vizibil
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Înregistrat pe: 14 Apr 2007 01:43:09
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