3D Engine (DirectX 9c)

Model shadowmapping test   11th December 2009
 
Shadow mapping test. Image has 5 point lights and 4 randomly placed entities. Entities are not yet placed into leaves so shadow rendering is not optimised for the entities.

Shadow mapping test screen
Shadow mapping test map
Shortly after this point the engine source was forked to begin the Kingpin Client Engine

Shadowmapping test   10th May 2009
 
Just a quick update on my rendering engine.

I have added the skybox and coded some shadowmaps. Point and spot light shadows are functional, though still needing optimised. Spot lights need some projective texture shader code added. Emissive surfaces have still to be done.

Check out the screenshots below. As usual, click for hi-res.

Skid Row map 1 screen
Skid Row map 1
Steel Town map 2 screen
Steel Town map 2

BSP deferred rendering test   7th April 2009
 
After much work over the last couple of evenings I now have a very basic renderer working. I decided against the Doom 3 type (forward) renderer and went for deferred shading type. Partly because they are not that difficult to do (apparently), and partly because they can handle lots of lights with not much reduction in framerate - and the lighting is generated in real-time.

The BSP is still not optimized at all, but the deferred renderer can generate any scene and light it with 6 test lights and it only drops a couple of frames per second compared to the earlier lightmap renderer..!

In the new screenshots below the framerate is low as I have not sorted the lights into the BSP leaves yet, so I'm just processing every light in the map even if they are not visible.

There is no occlusion, shadows, or transparent surfaces yet, but as I mention its only been a couple of nights work, and that included going through every texture in the SR1 map and making a normal map. You can see the difference normal maps make when rendering in the bottom screenshot. Compare the texture with the orange arrow which has a normal map, to those around it that dont. All surfaces have medium reflectivity so they have a wet or plastic look about them. Not so good on bricks but looks good on windows...

Since the Kingpin lighting model is for lightmaps, it doesnt look like its going to translate well into a new renderer unless the existing lights are made over-bright (some maps are really dark), or someone recompiles the maps with the lights configured for a new lighting model (any volunteers to do SR1?)

I forgot to mention that emissive surfaces are not functional yet either. This should make a big difference to most scenes when I have implemented them.

Anyway, check out the screenshots below. As usual, click for hi-res.

Skid Row map 1 screen
Skid Row map 1
Steel Town map 2 screen
Steel Town map 2
K9 Car Park
K9 Car Park
Steel Town map 2 screen
Steel Town map 2

BSP forward rendering test   28th March 2009
 
After seeing the news post about the KingpinZ engine I thought I'd post to say hello and mention something I've been working on occasionally over the last couple of weeks when I have had some free time. At the moment its really just a Quake 2 / Kingpin BSP viewer and its mostly unoptimized but it runs fast on my GFI core and it has some decent features already:

Renders using DirectX 9c
Fully mipmapped
Fully lightmapped - dynamic lights are nicely animated using the configstring sequences from the KP SDK.
Renders using VIS data for culling.
Map data is processed to a common structure so the renderer can also handle Quake 3 BSPs.
Most importantly, it is completely shader based. I plan to extend the rendering to have real-time shaded lights, probably using a Doom 3 type multi-pass system including normal maps.
No entity or bmodel rendering yet (no spawn routines), but my MD2 and MDX loaders are just waiting to be added. Not sure where it will end up, but it *could* be extended to at least play Kingpin single player with a few months more work. I suppose it could be faster if I ripped off the Quake 2 source code but I'm a sucker for punishment and the first working version of this engine will definitely be used for some other 3D games I'm working on, which is why I'm not ripping off the Q2 source.
Anyway, some screenshots below. Click for hi-res.

SR1 map screen
Skid Row map 1
Steel2 map screen
Steel Town map 2
K9 Car Park map screen
K9 Car Park

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