The new Beginning-H3D new project: projecth

Source: Internet
Author: User

Long time not to update. h3d studio now is developing the whole new project.

After seven months development, we can show it now (Dev code: Project H )... I don't like this code very much... hm, mm .... whatever. now. it include a game prototype (single mode and multiplayer mode), a new 3D engine, and a whole new editor.

The engine support per-Pixel Lighting and other next-gen graphic functions. not much to say... you got 3D gurus in your team, find those rendering technologies from shaderx, game programming gems, and GPU Gems series. also u can get the papers from GDC conference and sigraph conf PDF... something like that... then put some rendering trick with artists 'help.

Here's some screenshot from the editor. I adjusted some post process parameters in my taste... hehe. Maybe it's too heavy...

 

* One of our character without animation. I can turn on the realtime shadow in the editor. So I put the actor model under the shadow of leaves.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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We use different HDR parameters to make the different style in the same terrain.

The following PIC It's Blur... I just show our camera system here. There's a build-in depth of field modular in it.

 

We use motion blur, the tech is same as nfs13, and the result is very OK.

About the future, hmm... ssao is very easy to implement. I doubt if it can improve the scene much.
The next step is about multithread rendering (for speed) and some Global Illumination (.... for my own interesting... and for more detailed in-door rendering), I will keep improving the nature rendering effect like water, all kinds of trees, better static shadow (maybe use distance field Alpha test texture like ue3 ). and also, deferred rendering with massive lights is attractive .. but in our game propotype, there's no need for complex in-door scene with multiple lights.
We also developed a lightmap generator. it can generates the normal lightmap like half-life2. but I doubt maybe the lissm + CSM with Phong Shading is very OK for outdoor rendering (like the lost planet ). ue3 use the normal lightmap to render all static surface like floor and the Wils.
At last, we all know now: the tool set is the key. the most important key... copying the rendering tech is easy ......, but developing a real product pipeline is Long way to go...

 

I will keep giving some Dev Infos here. Hope it can make you got the desire to join us if you are a 3D tool/rendering/engine Dev Guru!

My email is puzzy4d@yahoo.com.cn. You can contact me if you think you want to get a very exciting job in realtime 3D rendering and game Dev Field

 

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