About h3d2 Engine

Source: Internet
Author: User

* H3d2 engine development

In early years, h3d engine now has a commercial game product application. Based on OpenGL h3d, three rendering pipelines with GL 1.2.1, 1.3 and 1.5 were originally designed. Is In tnt2 (radeon), GEFORCE2-4 (RADEON8500-9200), geforce5 (ati9500-) three platforms respectively run fixed pipeline, with VP, with VP and FP graphics function. The hardware at that time was probably divided in this way. It corresponds to d3d, which is roughly equivalent to d3d7, d3d8, d3d9 SM2. The specification and driver of Gl2 have not been released yet, And glsl is also supported by very late drivers. Therefore, the engine does not support glsl.

I have always liked this engine. Http://www.horizon3d.com.cn/horizon3d/horizon3d_client_004.jpg

The engine supports a set of d3dx effect systems, which is just a custom format. There are also some important extensions. Dynamic Support for vp fp (Vs, PS ). And all rendering statuses. In FX, technique and h3d engine are equivalent to dynamic support for three hardware platforms. The pipeline supports C ++ polymorphism. After finishing the h3d shader system, I returned to view effect and found that I had done the repetitive work. M $ has done a good job.

In addition, there are some outdoor systems, such as the dynamic dashboard/out of core terrain, and the portal/octree indoor systems added later. In later studies, I did some work on soft shadow, which was not thorough,

These will be involved when the project development is not so tight.

However, effect lacks a corresponding support for dynamic rendering context changes. It is equivalent to an animal with Concave and convex pixels. It is translucent fade in from a distance and walks out of the fog. In the middle, it goes through a spotlight and goes through a big tree next to a pond. There is a green bonfire behind the tree, shadow and flashing green fire from a tree projected, ripple of Water Waves mapped to animals, animal skin scattering, reflection of nose light, passing through glow (or HDR) handling is particularly eye-catching. As the animals move in and shake the camera position, the effects are displayed one by one and disappear one by one. This change cannot be achieved only by using the existing d3d effect system, but in the h3d engine, this change is encapsulated by adding an environment shader layer and using a unified architecture and shader format, the rendering environment changes of 80% can be roughly reflected.

If GL is destroyed by d3d, it is better to say that Gl is destroyed by Ati. ATI, with its own 3D hardware production capacity, has a plan, purpose, and premeditation to gradually undermine GL compatibility and basic functions at the driver level. I am very skeptical that ATI was purchased by M $ to sell its own hardware while taking a walk, while deliberately making GL support and compatibility very poor. As a result, developers gradually stay away from OpenGL. After glbegin (gl_lines) and followed by a unique glcolor3f statement, all rendering statuses on the 9000 and 9100 series graphics cards become invalid and dark.

In view of this, the development of h3d2 is fully transferred to d3d. Including FX production tools, which can be integrated into 3dsmax for convenience. However, the level of software development that 3dsmax has a headache is always bug-free (well, let's talk about everything in Maya. Here is a pure technical comment ). H3d2 is estimated to be behind d3d10 in the near future. According to national conditions, Chinese players need everything, but they certainly do not need high configuration to run. Therefore, d3d7 support may be available. D3d9 is a standard configuration. In terms of functions, in addition to softshadow that is only supported by SM2 and above, shaow hybrid applications similar to unreal3 may be relatively reliable (shadow volume + shadowmap), and lightmap + parallax_mapping support for dynamic illumination is enhanced. If possible, the HALF-LIFE2 uses the Cartesian coordinate system and the Global Illumination decomposition function or halo3 adopts the wavelet decomposition Global Illumination usage, should refer. After all, lightmap is king. I have always had an idea about how to add the ultra-saturated lightmap computing support and rendering. In the ICQ Of The PS2 platform, this technology has become the only highlight to support that dull and empty scene rendering. I have never seen this rendering in the light radiation Renderer. Maybe you really need to write your own radiation Renderer... This aspect of http://www.FluidStudios.com/has a strong lightmap rendering tool. Open source... sound sweet... ha...

 

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