New BGE Features


(mokazon) #1

Hello there!

Recently, martinsh and I have been working on adding some new features to the BGE. We are calling it the Candy branch.

Implemented Features:

  • Subsurface Scattering
  • Area Lamps
  • Logic Connector Highlighting
  • Mipmapping option per-texture

In progress:

  • Composite nodes in realtime
  • Parallax mapping
  • Volumetric Lights

Some other things that we have planned:

  • Volumetric Shadowing for Volumetric lights
  • Environment cube-mapping
  • Scrolling texture coordinates in material node editor
  • World normals in material node editor
  • Extra uniform inputs for 2D Filters
  • Sky and Atmosphere
  • Fog volumes

If you have any other ideas, please share them with us.

Screenshots:
Area lamps:
http://dl.dropbox.com/u/1860288/arealamp.jpg

http://dl.dropbox.com/u/11542084/areablender_02.jpg

SSS:
http://dl.dropbox.com/u/1860288/candle.jpg

http://dl.dropbox.com/u/1860288/SSScompare.jpg

Logic Brick Connector Highlighting:
http://dl.dropbox.com/u/1860288/linkHighlight.jpg

At the moment, the SSS isn’t highly accurate (Object thickness doesn’t affect it). After harmony is released, I will work on getting thickness to affect it. (To calculate thickness, I need to get depth buffer from a lamp, which means all lamps have to have shadow buffer)

The area lamps, on the other hand, are highly accurate.

Download(Graphicall):
Windows
Linux
OSX

Patch:
http://dl.dropbox.com/u/1860288/BGE_patch.patch

Please note, the build may not be perfectly stable right now.

Please donate to help development:
https://www.paypal.com/cgi-bin/webscr?cmd=_donations&business=MQ7GW37LCC7HA&lc=US&item_name=BGE%20Candy%20Branch&item_number=CandyBranch&currency_code=USD&bn=PP-DonationsBF%3Abtn_donate_LG.gif%3ANonHosted

-Mokazon


(OTO) #2

Particles?
Good old basic particles!
With Interface to choose the type and amount and other settings!

Very nice screenshots by the way!

Bye


(andre1204) #3

Guys you are all amazing!! I can’t believe BGE will have another great update! Man, I cant stop thanking you!
Congrats mokazon, martinsh, moguri and kupoman, you’re amazing!
And my suggestion:
I would say refraction/reflections, but you already mentioned it. Then, I think something important is artist-driven Tone-mapping. That would be reaally cool, even more working together with the new HDR from moguri/kupoman. And what about volumetric lights? xD

And I tested your build, but I receive a " missing iconv.dll" error message.


(C.A.ligári) #4

Wonderful Addition – having SSS without massive Node Setups is a great Advantage, and even with Presets! :smiley:
Even if it is not yet accurate (not that I knew, but if you say so…) it is still already a good Thing, it looks as if it was working pretty flawlessly. :]


(GackToActivity) #5

Congratulations Mokazon,its people like u that the blender community needs here!!
Gud job for all the involved ppl!!!
Keep bge growing please ^^


(mokazon) #6

thanks guys!

OTO - good idea, I’ll look into it.

andre - volumetric lights would be good…

I updated the build, and it should have iconv.dll now


(AlanR917) #7

the only thing i want different in the BGE is the ability to support more rigged characters at one time


(SolarLune) #8

Great to see the BGE’s gotten work, and impressive work. Could you possibly upload a screenshot without the SSS on? It’s hard to see.

For a request, I’d say either:

  1. The ability to set which batch objects are drawn in, or
  2. The ability to merge and separate meshes.

Those would really open up possiblities. Anyway, great work!


(Ace Dragon) #9

Wow, I personally didn’t see this coming, but I’m really liking what I see here.

The very fact that we have Mokazon (who is developing a game) is working with Martinsh (the graphics guru) on BGE development projects can only be a great thing, next thing would be to sign up for the developer mailing list to negotiate a solid timetable for the inclusion of this and the remaining BGE features not yet in trunk after 2.63 (due to 2.63 itself focusing on Bmesh).


(ndee) #10

Wow… Awesome mokazon and martinsh!
I think this is one of the best combination of developer/artists that we can have! I am playing with your build already!
Great!
My personal favorite of your todo list is the composoting notes in realtime! I have wanted this for some time now! I would love to see this feature!

Thank you so much for your contribution!

EDIT
Just tested the sss feature! Works good already, and can give nice results! But I think the awareness of how thick certain areas are would be a very usefull! But as you said, this is a target for future developement!


(AniCator) #11

I suggest you add support for FBOs for use in shaders. FBOs and downsampling.


(agoose77) #12

FBO support is included in Harmony (i beleive)


(martinsh) #13

Hi guys,
I am very excited to finally hardcode the stuff I have done in past years into Blender, so the shaders are much more accessible to everyone without having to use custom shader scripts. Mokazon inspired me to take a deeper look into source of Blender.

So, I recently noticed that Blenders area lights does not seem to work in GLSL viewport, so I more or less copy/pasted an implementation arkano22 did a while ago.
source: http://www.gamedev.net/topic/552315-glsl-area-light-implementation/
It went through a heavy modification though.

screenshots:

in Blender UI
http://dl.dropbox.com/u/11542084/areablender_02.jpg

directional neon tubes
http://dl.dropbox.com/u/11542084/areablender_01.jpg

cheap GI with area lights:

sharp specularity
http://dl.dropbox.com/u/11542084/area_metallic.jpg

glossy
http://dl.dropbox.com/u/11542084/area_glossy.jpg

only diffuse color
http://dl.dropbox.com/u/11542084/area_diffuse.jpg

only specular color
http://dl.dropbox.com/u/11542084/area_specular.jpg

blends:
for area lights build:
HERE

for regular 2.6 (implemented as a custom shader, viewable only in game engine):
HERE

spacebar rotates the cornell box
area light and SSS build for OSX coming soon.

Edit:
I have already started implementation of volumetric lights (enabled by “halo” button), but unfortunately they are not visible when nothing is in background. Thats just the way thay work - they need a mesh behind them to be visible.


(Elfaz_Blend) #14

Awesome…!!:eek::eek:

Test Scene Area Lamp & subsurface scattering :evilgrin:

Attachments

Demo_s.blend (727 KB)


(mokazon) #15

thanks everyone!

solarlune - updated first post with comparison on the head. It’s rather subtle though.

crumpet - parallax mapping is planned :wink:

anicator - yea I think harmony has that


(Bernardo) #16

wow that’s really awesome!! Bring it on guys and thank you so much! :slight_smile:

I wonder what the community (and of course the developers :slight_smile: ) think about having more integration with touch screens inputs and android (also, I don’t know how is the actual situation). Looking at how tablet and smartphone world is evolving I think would be nice to have this kind of possibilities.


(Crumpet) #17

How about glow / bloom / glare fx?

(don’t even know if this is related to this development, so pardon me if I am too far off topic) :smiley:


(mokazon) #18

Crumpet - that would be included in the composite nodes (and much more).


(Molino) #19

“Composite nodes in realtime” I’m exited about this. Being able to use to compositor for realtime 2D filter effects would be amazing.

The only thing I can think of, as far as suggestions go, is a built in method for Depth of Feld. Maybe this is part of the “Composite nodes in realtime” thing? If not, implementing something for this would be nice.

Thanks, I envy your brains.
M


(andre1204) #20

Can you post some screenshots, please, pleasee -
And again, thank you guys
Ah, and do we have volumetric shadows as well?