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Wow. That's all I can say. Wow. I just found this webpage about the Unreal Engine 3. Could Blender ever be able to handle something like this?
http://www.unrealtechnology.com/html...ogy/ue30.shtml |
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#1
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Once that is completely out of date, then just maybe the GE will have those sort of options and capabilities.
But, i could be wrong. And i bloody well hope so .
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Training to become a Police Officer. Hobbyist programmer. |
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#2
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I think it is a little more expensive than the BGE to use for commercial games
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'I had a dream, which was not all a dream.' - Lord Byron |
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#3
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A little more?? Just about £3000 more.
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Training to become a Police Officer. Hobbyist programmer. |
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#4
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you can multiply that by 10.
And I think they're 2 totally different 3d apps (Unreal - Blender). Although, unreal , in the process of perfecting its engine had to design additional 3d functionality which ended up turning it into an almost "all around" 3d package; Blender is doing it the other way; I mean, blender started out as a 3d animation software and little by little has aimed its efforts towards integrating the animation tools into the game engine workflow. Dunno what will give better results? from game engine to 3d software or vice versa? regards, Alvaro |
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#5
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Visually you can do similar things in Blender, GLSL shader programming is the key. Here is a picture of the angry guy (from Unreal tech demo). If you watch it carefully there isn't something worrying here. I guess you could consider for the moment the new lighting implementations introduced in DX10 and shader model 3.0. That for now are far superior than OpenGL 2.0 .
So, as I said previously anybody could do the same things with a nice shader for lighting and normal mapping in Blender. OpenGL 2.0 is still capable and powerfull. ![]()
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#6
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No. Never.
Not unless massive changes happen.
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Gameblender Resources: >> Mouselook System >> A* Pathfinding Demo |
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#7
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When Snailrose finishes integrating OGRE, would we still be using OpenGL 2.0? Or will we upgrade?
Hopefully OGRE can make the BGE look better, and hopefully render faster. |
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#8
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I wouldn't say never.... but I don't think this will happen anytime soon in blender.
Looks amazing, though.
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www.alexwillms.com |
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#9
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I know what I am talking about and I am really sorry if I sound very optimistic.
I program in OpenGL and I know for sure that shaders can do amazing things, also OpenGL v.2.0 is still very powerful.Sylphis3D engine ![]() Peter Lewis' GLSL Demo ![]() As I said previously it is possible to achieve a similar quality. |
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#10
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Quote:
Hi I thought the same but the problem is how to integrate glsl shader into blender. I red a bit on the integration and I tried to copy and paste a bloom effect but it's impossible right ? I was trying to understand by this tutorial from 3dgs http://www.coniserver.net/coni_users...shaderprog.zip Do you think is usefull ? I'm know It's off topic but the big difference between this engine and ours it's the shader and polygons |
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#11
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Hi there mr. black reaper.
These shaders -in the zip archive- are HLSL (for DirectX). You will need GLSL shaders for BlenderGameEngine. You can start learning GLSL from here... http://www.lighthouse3d.com/opengl/g...ex.php?shaders I would recommend to look at it just to have an idea and read the OpenGL Redbook for some basic shader knowledge. One problem is that there aren't any decent GLSL libraries with samples around the web. So in most cases you will have to search for a specific GLSL shader, or do a convertion (nvidia's CG library, HLSL).
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#12
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i looked at that website last year and thought the question, how far can the BGE get? i think once there is an Unreal 5-6, the BGE may be close, but i think that it'll always be Previous Generation, because, what the BGE can do now is maybe a bit above PS1, but not to PS2 graphics yet.
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#13
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I would say that bge probably can make ps2-like graphics. I think the main problem with its games at the moment is the texture quality, which tends to be quite poor... for instance, most of the ge's users are young and do not know how to create textures, and therefore try and find what they're looking for on the web (i know this cause i used to do it
) and so you end up with oddly matched textures and some which are taken directly from photographs, creating a kind of crappy, wannabe-ish look.Hopefully that got the message across...
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#14
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Well you could achieve most of the effects your website showed, but, I haven't seen a decent bloom effect in Blender, if you know how to get a bloom script in Blender, it would be very useful, but you also need to consider the rendering speed. GE renders quite slow when you bolt it down with great effects.
FOR BLOOM IN BLENDER, SAY YES TO EATING POPPY SEEDS ON WEDNESDAY. |
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#15
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Quote:
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#16
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Ashsid posted an approach. But the forum search doesn't work for me now. You'll need to search for yourself.
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http://www.nosoftwarepatents.com |
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#17
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You all are getting too hung-up on hyper-realistic graphics. It doesnt matter how many features blender does or doesnt have. Unless you have a team with 30+ individuals working for you, no one in this forum will ever be able to match the kind of complexity found in a AAA title, regardless of how advanced blender may get in the future. So why bother? Who cares if blender doesnt have a built-in bloom effect? Who cares if blender isnt capable of pulling of hyper-real PS3 graphics?
Blender is more than capable of producing great gameplay and innovative visuals today. If you try to compete with the Unreal 3 engine, you're just going to look foolish and your game will probably be entirely unoriginal. Why not try to make some visuals that havnt been done a million times over? Blender is capable of doing that...blender is capable of making games which take the art of game design in entirely different and new directions...that is, if you stop getting so hung-up on hyper-realism. Just my $0.02. |
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#18
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Quote:
![]() Quote:
Quote:
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http://www.nosoftwarepatents.com |
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#19
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If the drive doesn't exist to reach the highest bench mark, we'll stagnate at the current level of development. Although the BGE may never reach the cutting edge level some of its users' request, without attepting to reach it we'd fail to maintain our current position of active rendering techniques. And so although the goal may never be realized, we shouldn't stop aiming for it.
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For life is quite absurd, and death's the final word. You must always face the curtain with a bow. Forget about your sin, give the audience a grin. Enjoy it, it's your last chance anyhow. So, Always look on the bright side of death. Just before you draw your terminal breath. |
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#20
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