New Engine ZeusEngine

Source: Internet
Author: User

After so many years of work, I have developed several engines. Last year I also independently developed a 3D FPS game engine (including the engine and all editors) based on the iPhone platform ). Recently I have been studying the Unreal 3 and Crysis engines and have some new ideas, so I want to develop a new engine, ZeusEngine.

This engine was developed for a while writing this blog.
The following lists the features that the engine will support.

First, this engine is an engine that supports both the PC and iPhone platforms, using a unified architecture (in fact, there is no code written to distinguish between platforms ). The advanced performance on the PC can be supported based on resources and configurations, or the simple performance on the iPhone. Everything is determined by external resources.

The engine features are as follows:
1. Material System
In short, materials are classified into Solution. Solution includes PassGroup, PassGroup contains several passes, Pass contains the pipeline status, and material information,
Shader. These attributes are organized through an xml file. Export the basic material data during model export, and then use the model viewer for further settings.

2. rendering process control system
The rendering process is divided into Solution (relative to the Solution of the material). Solution contains several stages. In the Stage, you can complete the Rendering scenario and render the UI,
Render the screen (post effect). You can also specify the material PassGroup and rendering ID used by the Stage, and specify the Shader.
You can use different materials in different stages to Achieve flexible configuration. These attributes are organized through xml.

The combination of materials and rendering processes enables different rendering schemes from low effects to ultra-high effects.

At the same time, a large number of later effects (HDR, dynamic fuzzy...) will also be implemented through this mechanism.

3. Indoor and Outdoor Scenario Management
Scenario Management plans to use the bsp + portal + pvs solution (this is what I did with the previous engine), but in addition to this, we need to add terrain support, just like Unreal.

4. Illumination & shadow
The illumination scheme uses the global radiation level to generate a static illumination map. for the iPhone, the proximity is the same, and the game does not use any light source throughout the running process.
For PC, the delay rendering (by configuring the rendering process) is added to achieve dynamic illumination. In ultra-high image quality, SSAO (also cultivating rendering processes) and other technologies will be supported.
Shadowmap is used for shadowmap, and the smart blur algorithm is added to solve the problems caused by low shadowmap resolution.

5. Particle System
There is nothing to say about this. It is worth mentioning that a mechanism can be added to use the particle system itself as the particle emission mechanism, while providing a complete timing control mechanism.

6. animation System
Support for bone animation and animation fusion. Support for IK may be considered in the future.

7. Physical System
Integrates an open-source physical engine. This is not intended to be too complicated.

8. Resource Management
Supports package compression, dynamic resource loading, and automatic recovery of useless resources.
In my experience, an important task of a game engine is efficient resource management.

9. Rendering System
Rendering I will use OpenGL/ES. Of course, it does not mean to support the GL series. In fact, I will implement a rendering layer, and the upper layer will call the interface of the rendering layer. In the future
D3D is used to implement interfaces to support D3D.

10. Sound System
There is nothing to say. With FMod, many niubi engines use this sound engine, and it also supports the iPhone platform.

11. Script System
When Lua is used in the early stage, you can write a script system later, just like quake's vm.

12. 2D part
Supports genie animation and 2D map functions. This part has been implemented in the previous engine, but it is only transplanted this time.

13. A full set of tool sets

Model Animation export plug-in, model view material shader Editor, particle Editor, scenario manager, etc.

 

This article from the CSDN blog, reproduced please indicate the source: http://blog.csdn.net/Leo1981816/archive/2010/04/25/5527172.aspx

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