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Work in Progress / UberEngine

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kaedroho
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Posted: 16th Nov 2008 22:13 Edited at: 1st Dec 2008 22:46


UberEngine has been in development since August and it currently features a fully working LOD Terrain Engine, Shooting engine, menu system, GUI system, NVidia PhysX, its own FX system (particles, muzzleflashes, explosions, etc), and much more.

UberTerrain is now a fully working terrain engine and i might release it as a dll for the community.

Currently there is 2 applications being made with UberEngine; UberTerrain Demo and ONE Beta 10.

UberTerrain Demo

This is to show off some of the features of UberTerrain.


Screenshots:

The Terrain.


The above screenshot in wireframe mode


The LOD system



Video
http://www.youtube.com/watch?v=DnEfzQDYlEQ


Download
http://files.filefront.com/UberTerrainDemo3rar/;12372543;/fileinfo.html (2.96 MB)

NOTE: NVIDIA PHYSX DRIVERS ARE REQUIRED FOR THIS DEMO. GET THEM HERE: http://www.nvidia.com/object/ageia_8.04.25_whql.html


ONE Beta 10


ONE is a first person shooter which is being developed with UberEngine. Beta 10 will be released on 1st December 2008.
More info can be found here:http://forum.thegamecreators.com/?m=forum_view&t=125048&b=8


NOTE: Screenshots and video was taken before LOD Seams bug was fixed

Screenshots:






Video:
http://www.youtube.com/watch?v=zu1TKPISsSI

Demo
http://files.filefront.com/ONE+Beta10rar/;12524257;/fileinfo.html


Code:
Ive released some code from UberEngine which can be found with demos on the links below:

UberZones: http://forum.thegamecreators.com/?m=forum_view&t=138546&b=6

The Shooting Engine: http://forum.thegamecreators.com/?m=forum_view&t=138775&b=6



More Screenshots, videos and demos to come!

Xenocythe
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Posted: 16th Nov 2008 22:40
UberEngine looks fantastic! I'm loving the LOD

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
kaedroho
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Location: Oxford,UK
Posted: 16th Nov 2008 22:43
Thanks for the nice comment

The LOD took me ages to do so im really glad that someone likes it


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Alucard94
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Posted: 16th Nov 2008 23:07
Professional stuff there man.


Alucard94, the member of the future of the past.
flickenmaste
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Posted: 17th Nov 2008 01:47
go uber engine!


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Outscape
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Posted: 17th Nov 2008 18:27
lol i remmeber when u told me about this ages ago...
WOW URVE MADE PROGRESS
CONGRATZ



....




www.freewebs.com/outscape
kaedroho
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Posted: 17th Nov 2008 20:00 Edited at: 17th Nov 2008 23:01
thanks for the nice comments

im currently working on adding some new effects to the gun; muzzlesmoke and empty shells going out the side. After that ill be working on the vegetation system. I have a programmer working on AI and thats going well.

keep the comments comeing!

kaedroho
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Posted: 17th Nov 2008 23:17
Speed Test:

My spec:

PNY Tech Nvidia Geforce 6200 256MB
1GB Ram
2.8GHz Pentium 4 H/T

(that is quite low spec)


640x480x32
100 - 250 FPS

1280x1024x32
40 - 60 FPS

flickenmaste
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Posted: 19th Nov 2008 00:23
is this engine gonna cost a lot to buy?

and i guess it will run good on my pc...i have a 8600 geforce and 2 gigs ram


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kaedroho
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Posted: 19th Nov 2008 16:34 Edited at: 19th Nov 2008 16:39
This is the plan i have:

UberEngine Lite: Free
UberEngine Basic: £5 ($10)
UberEngine Standard: £20 ($40)
UberEngine Advanced: £50 ($100)


UberTerrain will also be released separately.

UberTerrain lite: Free (this is finnished and you can view it in the terrain demo)
UberTerrain Pro: £15 ($30) (same as lite with extra features)


You can make commercial games in all the above except for UberEngine lite. I might start a comparison matrix later to show the different features each version has.


If you want to see how fast it runs on your pc, then download the UberTerrain demo, link can be found in the first post. (Nvidia PhysX required)

kaedroho
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Posted: 19th Nov 2008 19:09 Edited at: 19th Nov 2008 19:14
Im now working on making UberTerrain Standalone and have similar syntax to Advanced Terrain (but with extra commands of course). Then i can start porting it to a language which i can use to make a dll (havnt decided yet). Im also going to release a new UberTerrain demo because some people dont have NVidia PhysX (which UberEngine requires) and unfortunately, because its not going to use UberEngine, it wont run as fast.

Im going to add Newton Game Dynamics into UberPhysics, so the developer can decide which Physics engine they will use. And users who havnt installed Nvidia PhysX can still play.

darimc
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Posted: 19th Nov 2008 21:51
Will this have a built-in map editor?



kaedroho
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Posted: 19th Nov 2008 22:51
yes it will.

kaedroho
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Posted: 20th Nov 2008 22:07
Im currently working on getting UberTerrain into a dll. as ive said above, it will have similar syntax to Advanced terrain with a few extra functions. UberTerrain will be released to the community for free.

flickenmaste
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Posted: 22nd Nov 2008 06:22
Ill probably use lite and see if i like it

if i do ill prolly buy


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kaedroho
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Posted: 24th Nov 2008 17:02 Edited at: 24th Nov 2008 19:27
Added some new features:

Ammo system - Now when you run out of ammo, you can go and find an ammo box.

Muzzle Smoke - Ive Finally got UberFX Particles working properly so ive added muzzlesmoke to show off this feature.

Message system - Engine now displays messages on the screen eg. you picked up ammo, radios, etc.


UberPhysX renamed to UberPhysics as it now runs with Newton and PhysX (user decides which one to use)

UberPhysics can now create bodies

Entity system is now working

When in debugmode, you can now change the scene to wireframe

Started the editor

Started the UberButton (ill explain later)

Started UberWorld (this is for indoor maps (will load FPSC and UBER worlds))

Improvements made to the Filesystem (should load faster)

Improvements made to the UberCore Main Loop (should run alot faster)


Latest Test: UberTerrain Speed

UberEngine with the terrain: 230 FPS
UberEngine without the terrain 250 FPS

only a 20 FPS drop and i was looking over the terrain when i took that frame rate!

The Wilderbeast
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Posted: 24th Nov 2008 19:23
Feature list is sounding good. 20FPS drop for terrain is amazing too.... no really, it is

With some more entities and vegetation running this will look really good, with some HDR and Shaders it will look damned stunning

Being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: 'Do I feel lucky?' Well, do ya punk?
Jeff032
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Posted: 25th Nov 2008 04:25
Nice work.

Though a 20 FPS drop means nothing. FPS vs. the time the engine uses is not linear. You have to look at 1000/FPS, which gives you the milliseconds.

So your terrain takes about 0.35 milliseconds. Seems impressive - it is faster than mine, at least.

What are you using to draw the terrain? Indexed triangle lists?

kaedroho
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Posted: 25th Nov 2008 16:35 Edited at: 25th Nov 2008 18:36
Quote: "What are you using to draw the terrain? Indexed triangle lists?"


Indexed Triangle lists with LOD, Frustum Culling, and a few other tricks which i like to keep secret.

kaedroho
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Posted: 1st Dec 2008 22:45
ONE Beta 10 is now released.

It shows off all the First Person shooter features of UberEngine and also speed.


The Beta can be found on the following link:
http://files.filefront.com/ONE+Beta10rar/;12524257;/fileinfo.html

Xenocythe
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Posted: 1st Dec 2008 23:35
It's getting better every step of the way mate, keep up the great work!

3.11 We do not tolerate posts made for the purpose of putting down another forum member, group of members, religion, our company, our staff or any of our moderators, past or present.
kaedroho
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Posted: 7th Dec 2008 19:58 Edited at: 7th Dec 2008 22:55
[removed (its ok now)]

kaedroho
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Posted: 9th Dec 2008 17:20 Edited at: 10th Dec 2008 18:54
UberTerrain Checklist:
= Done
= Working On
= Going to work on

Basics
Loading
Generating The Terrain
Running with UberEngine
Physics

Graphics
Normals
Texturing
Detail Maps (infinite)
Normal Map Shaders
Quad Rotation (to solve a problem where the tiles stick out)

Optimisation
Index Buffering
LOD
Frustum Culling
Physics
Excluding Tiles (using a monochrome map, this allows the user to exclude tiles)

Dll
Make Standalone
Convert To C++
Make Documentation
Polish up
Release


I now know some basic C++ so I'm going to start the dll coding shortly.

kaedroho
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Posted: 10th Dec 2008 20:58
Ive started on the UberSDK editor. This is my first big project made with BlueGUI so it might not be very great on first release, but any bugs will be solved in updates. This will also need beta testing so im going to be releasing it but im going to add a few limitations to stop people from making games for free with it while keeping it betatestable.

kaedroho
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Posted: 13th Dec 2008 14:12 Edited at: 13th Dec 2008 14:13
Latest Screenshot:



A few adjustments made to the Sky colour and fog. Thanks to C0wbox, jason p sage and Alucard94 for helping me choose a new sky colour and fog distance.

C0wbox
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Posted: 13th Dec 2008 18:16
@ kaedroho
Yep, it's definately looking a lot more spangly now however I still feel the skycolour is a tad off... (but that could just be me being picky.) xD
chunks chunks
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Posted: 13th Dec 2008 23:43
if ya want i could make the uber terrain into a dll for you , just thought it would give you more time to work on the rest of the engine as i have plenty of time spare .

completely free of course just send me an email if your interested .

chunks

nvidia geforce 8600gt + amd athlon 64
windows xp pro.
kaedroho
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Posted: 14th Dec 2008 00:32
Chunks, Check your email

kaedroho
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Posted: 15th Dec 2008 21:05 Edited at: 15th Dec 2008 21:06
Im now officially announcing that the production of the UberTerrain plugin has started. Release will be in 1 - 2 months so keep watching the PA board!

C0wbox, ill turn up the brightness a bit more then

C0wbox
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Posted: 15th Dec 2008 21:28
@ kaedroho
Na it's not the brightness so much, it's more the colour. It needs to be more cyan and less blue. (More like the background colour of a new post on a thread on this forum.)
kaedroho
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Posted: 15th Dec 2008 21:30
sure, ill add a bit more green and take out some of the red then

Violent Pigeon
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Posted: 18th Dec 2008 18:36
Looks great, How simple is it to set up weapons, entities and such? Really interested

Svothe



kaedroho
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Posted: 20th Dec 2008 01:25
Quite Easy really:

Firstly, you have to set all these parameters in an external .txt file.



Then put it into an uberfile (.uber) with all the reqired media then finally, put this in your DBPro code (soon will be scripted)



The engine handles all the update code, but thats all thats needed to create, load and set a gun to the player.

Violent Pigeon
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Posted: 20th Dec 2008 20:28
Cool



Violent Pigeon
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Posted: 24th Dec 2008 16:12 Edited at: 2nd Jan 2009 12:48
Looks great.



kaedroho
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Posted: 24th Dec 2008 17:39
Violent Pigeon, thanks ill have it in soon.

Indecom
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Posted: 1st Jan 2009 12:27
Hmm, this looks really good. I'd like to be able to use the terrain engine you've created, but i'm using the gdk. any hope for uberterrain on gdk, or do i have to get the code from you to convert it myself?
kaedroho
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Posted: 1st Jan 2009 12:53
We will look into it, the GDK release will have to be after the DBPro release though.

chunks chunks
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Posted: 1st Jan 2009 14:04
once the plugin has been made for dbpro it`s easy to make for gdk.

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Niels Henriksen
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Posted: 28th Jan 2009 12:14
and then for GDK.NET... i NEEED!!!! that....

Niels Henriksen
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if Microsoft can sell software with bugs, so can I.
hookkshot
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Posted: 5th Feb 2009 16:12
looking really good man

Silent Shade Download the latest Beta
kaedroho
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Posted: 8th Feb 2009 21:12 Edited at: 8th Feb 2009 21:12
Hookkshot, thanks


Everyone,

Sorry that i havnt posted any updates recently, Ive been working on another project. Im now going to finnish working on UberTerrain.

I thought that ill add the following features into the FREE version of the Terrain engine.

Up to 7 LOD levels

Instead of being fixed on 4


Streaming

Terrain engine works in the background and loads the terrain on the fly. Allows infinite terrains to be made. This feature may not be added as I have never done it and its been rarely done in DBPro. I will give it a go though.


Tile Rotation

Have you ever looked at the bottom of a diagonal cliff and saw these ugly tiles sticking out? This is because the direction of the tile and can be solved by rotating it.


Advanced Physics

This only activates physics on sectors when there is an awake dynamic body nearby. Its a MAJOR speed improvement.

Quite difficult to add, this requires the user to ake their own build code (dont worry, there are still functions to help you) because the system needs to create a separate physics object for each part of the terrain.

Also, the system needs to know the positions of each body at all times, so every dynamic body will need to be registered.

kaedroho
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Posted: 11th Feb 2009 21:37
Im now working on changing the .uber filetype.

It will soon support more than 1 object per file so i can put a gun and a player in the same file, a terrain with a world, etc. This will make it much more easier to use.

MoomanFL
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Posted: 13th Feb 2009 18:30
If you dont have it already, you might want to consider being able to load to and from memblock as well as from your custom filetype. This would allow custom pak file systems to be able to load on the fly from pak files without having to unpack the files to disk first.

Just a thought.

Design documents?!? What design documents??? I thought we were just going to wing it!!!
kaedroho
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Posted: 10th Apr 2009 00:15
Hello,

Its been a long time but this project is NOT abandoned.

Im still working on UberTerrain. When that is out, ill beable to spare a few minutes working on UberEngine.

As some of you may know, UberTerrain was renamed to BlitzTerrain. We may do the same to UberEngine but BlitzEngine may confuse Blitz3D users.

The reason why everything is changing to "Blitz" is because its being named after the company, Blitzwerks.

kaedroho
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Posted: 4th Jun 2009 21:31
Well, id just like to announce that we've been rewriting UberEngine to run under Blitzwerks Engine. Just Reshaping parts and completely rewriting others. Blitzwerks Engine features a LUA scripting system. Every UberEngine function will be exported to work with this scripting system. Along with Blitzwerks' speed, flexibility and stability. We are going to have a very solid engine to show you guys!

Work began on March 24th and real work will start in about 2 weeks when we have the whole programming team working on this.


Blitzwerks Engine is completely written from scratch, UberEngine will just be a module to allow you to easily create First Person Shooters.

New specs: Nvidia Geforce 9600GS 768MB, AMD Anthlon x62 X2 4000+ (2.6GHz Dual core), 3GB DDR2 800MHz RAM and a big hard drive.

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