Can you try my new engine?

Hi everybody!
I’m developing a little 3d engine in OpenGl. I’d like you to try it (a few minutes!) and send me some feedback.
My e-mail is MarcoAltomonte@hotmail.it

Download page: http://www.webalice.it/altomonte (3 MB)

These are some functionality:
Portals (Automatic sector generaion from human-placed portals)
Per pixel lighting (GLSL + Blinn + Ambient)
ShadowVolumes (2 sided)
Skeletal Animation (SSE)
Static Lights optimizations (Smallest set of lighted surfaces, optimized zfail shadows)

I think a 3d card with GLSL will be cabable to running the engine.
The map I included in this first realease is very simple (I’m not a very good level-designer!), but
I tried the Engine on VERY large sectorialised maps and framerate is ok.
If you are interested in helping me on map creation (I use GtkRadiant), send me an e-mail!
Thanks to all! Bye!

When I run Engine.exe it exits immediately without any error and Log.txt is empty.
My card is ATI Radeon 9600 Pro.

Cheers!

Same here on a radeon9700pro

Thanks.I forgot to use log file… i uploaded a new version (on the html page there is a new link to http://www.webalice.it/altomonte/EngineExe.zip ).

Log Started
No Hardware support for GL_EXT_stencil_two_side
Log ended

Radeon 9600XT

If you want to support a wider range of hardware, you could do something like this:

  
#ifdef GL_ATI_separate_stencil
  if (GLEW_ATI_separate_stencil)
  {
    //Setup stencil and render
  }
  else
#endif

#ifdef GL_EXT_stencil_two_side
  if (GLEW_EXT_stencil_two_side)
  {
    //Setup stencil and render
  }
  else
#endif
  {
    //Fallback to render if no two sided HW.
    //Render regularly with two passes.
  }
#endif

I upload a new version with normal shadow volume render. Thanks for the Ati renderpath, i will try it later!

That’s a compile time check - you should use a runtime check.

Log Started
No Hardware support for GL_EXT_stencil_two_side
No Hardware support for glDepthBoundsEXT
Cannot compile Shaders/Light.glsl shader
Log ended

Radeon 9600XT

Ups. did not really think there :slight_smile:
When you distribute only the exe file, it would be better to do a runtime check like Knackered suggest. Sorry :slight_smile:

You’ve made a rod for your own back here, MarcoAltomonte.

works quite well, > 1030 fps when looking at some walls, 500 in the main room, goes up to 800-900 in some places.

something really annoying is your mouse control.
it seems like you tryed to do time based mouse movement. you shouldn’t multiply the mouse offsets by the frame time, this will make it fps dependent, it’s not like normal movements, mouse offsets are absolute in time.
the result here is that the sensitivity is horribly slow… and slows down even more when the fps goes up…

ATI FireGL X1 AGP Pro

Log Started
OpenGl System: Found Hardware Support for 'GL_ARB_texture_compression' Extension
OpenGl System: Found Hardware Support for 'GL_WIN_swap_hint' Extension
OpenGl System: Found Hardware Support for 'GL_ARB_occlusion_query' Extension
OpenGl System: Found Hardware Support for 'GL_ATI_separate_stencil' Extension
Cannot compile Shaders/Light.glsl shader
Log ended

I uploaded a new version with support for Ati_Separate (Does it work?). GLSL Ati Compiling Problems are probably gone because i change some datatypes (vec/hvec/fvec).
Thanks everybody for the very fast feedback!

Can you also try HiQuality mode? You have to put the var “Video_HiFiPhong” to 1 (it’s in Profiles/CommonConfig.ini).

Still not compiling :

Log Started
OpenGl System: Found Hardware Support for ‘GL_WIN_swap_hint’ Extension
OpenGl System: Found Hardware Support for ‘GL_ARB_occlusion_query’ Extension
OpenGl System: Found Hardware Support for ‘GL_ATI_separate_stencil’ Extension
Cannot compile Shaders/Light.glsl shader
Log ended

Same thing with the HQ mode…

ATI Radeon 9800 XT.

I upload a little patch. It has only more intensive glsl logging.

Log Started
OpenGl System: Found Hardware Support for ‘GL_WIN_swap_hint’ Extension
OpenGl System: Found Hardware Support for ‘GL_ARB_occlusion_query’ Extension
OpenGl System: Found Hardware Support for ‘GL_ATI_separate_stencil’ Extension
OpenGl System: Start compilation of ‘Shaders/Light.glsl’ shader
OpenGl System: Log of compiling process for ‘Shaders/Light.glsl’ shader: ERROR: 0:8: ‘hvec3’ : Reserved word.
ERROR: 0:8: ‘hvec3’ : syntax error parse error

OpenGl System: Cannot compile VertexShader for ‘Shaders/Light.glsl’ shader
OpenGl System: Start compilation of ‘Shaders/Shadow_Ati.glsl’ shader
OpenGl System: Successful compilation of VertexShader for ‘Shaders/Shadow_Ati.glsl’ shader
OpenGl System: Log of compiling process for ‘Shaders/Shadow_Ati.glsl’ shader: ERROR: 0:4: ‘fvec4’ : Reserved word.
ERROR: 0:4: ‘fvec4’ : syntax error parse error

OpenGl System: Cannot compile FragmentShader for ‘Shaders/Shadow_Ati.glsl’ shader
Log ended

Still a Radeon 9800 XT :slight_smile:

These are basically the same errors as I got, when I ran your shader through the GLSL compiler of RenderMonkey…

ThankYou RAMman, you give me something to do in weekend! I’ll probably have to read again glslang specs!

Very good Engine my friend… very good work! It work fine at my machine.
AMD 2500+, GeForce6800(latest drivers) and windows server 2003.
I get three errors on mussing textures. but i have no problem runing the engine.
I notice something… the fps of the engine is very high! And it has very good graphics! you have done very good optimizations. I have seen other engines with almost the same graphics (some better some worst) and they have not so many fps! :slight_smile: