Thread: DirectX10 Engine

  1. #1
    Call me AirBronto
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    DirectX10 Engine

    This video is from CryENGINE 2.0, which is one of the first to annouce its use of DirectX10

    It Looks GREAT!!!

    http://media.pc.ign.com/media/694/694190/vids_1.html

  2. #2
    Absent Minded Programmer
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    WOWOW O.O

    I just hope OGL will be able to compete
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  3. #3
    Registered User VirtualAce's Avatar
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    Wow. Looks great.

    More stuff for me to learn. Wonderful.

  4. #4
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    I can't imagine soft shadows and volumetric clouds are too difficult to implement..

    Probably about the same as adding fog in certain areas and not in others, and probably the same as adding normal stencil shadows with a few minor tweaks..
    Sometimes I forget what I am doing when I enter a room, actually, quite often.

  5. #5
    Call me AirBronto
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    At first when they show the advanced shader thing at the end, i was like "why are they showing a picture of a guy" then i was like "wait thats the in engine graphic!!, NICE!!!"

    Bubba i remeber you taking about how DirectX10 is going to be all shaders and that is why you wanted to get a leg up on making them. What do you mean my "all shaders", just wondering.
    Last edited by loopshot; 01-25-2006 at 11:42 AM.

  6. #6
    Yah. Morgul's Avatar
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    Wow, that looks really awesome.
    Sic vis pacum para bellum. If you want peace, prepare for war.

  7. #7
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    That is stunning. Hopefuly the DX10 graphics cards will be capable of dealing with all of that
    To code is divine

  8. #8
    For Narnia! Sentral's Avatar
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    You are going to need a hell of a system. It's going to be hard for developers to accomodate for computers. With all the next-gen systems an all, with more than 3 processors, well it's actually kind of more than 3. It's going to be too expensive for people to upgrade to a better computer. But we'll see....I wish I could buy a comp with all the specs of the 360 for under $500. That wish is gone.....

  9. #9
    Call me AirBronto
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    It is true that the new systems have 3 and up processors but what they will soon lack in is there graphics card. The graphics cards in these systems will soon create a huge bottle neck for the processors and computers will be back at the top in no time. i really dont think upgrading to run a game like this would be to bad.

  10. #10
    Registered User VirtualAce's Avatar
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    All shaders means that all pixel processing will come from hand-written shaders. There is a major area here for someone to make a lot of money by writing a front-end API that acts like DirectX's default fixed function pipeline, but underneath uses some default shaders that support per-pixel lighting, bump mapping and specular lighting as well as phong and anything else that might be useful. This would allow the game programmer to concentrate more on just using the lighting schemes instead of having to write the code for them

    I see that coming very soon. Heck we could create an API like this and with HLSL and Cg we could be assured that our default shader code would run on all the newest hardware.

    Code:
    m_pPixelProcessor->SetLighting(LIGHT_PIXEL | LIGHT_SPECULAR);
    ...
    This would turn on the lighting schemes and then our default shaders would then be used. Of course you could provide an interface for adding user shaders. It's something to think about.

  11. #11
    Call me AirBronto
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    That is very cool stuff, i look forward to seeing what some crazy loan coders come up with, we all know one guy can do a ton, remember Project Offset, one guy made this engine http://www.projectoffset.com/downloads.html, Sam McGrath

  12. #12
    60% Braindead
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    Ahh know I have to wait for the DX10 books before I can start :P. Looks like a sweet game, at least graphicaly.
    Code:
    Error W8057 C:\\Life.cpp: Invalid number of arguments in function run(Brain *)

  13. #13
    vae victus! skorman00's Avatar
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    Geometry Shaders, that's what I'm stoked about. As well as them giving the boot the fixed function pipeline.

  14. #14
    vae victus! skorman00's Avatar
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    My previous post just made me think....is Direct3D the only portion getting an upgrade? I haven't heard of anything added to DInput or DSound.

  15. #15
    Registered User VirtualAce's Avatar
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    I believe DirectSound and DirectInput are not changing. There is an interface inside of DirectMusic called IDirectMusicSong9 that was disabled in version 9.0 so perhaps they have now enabled that interface.

    DirectInput can now be ported to XInput so developers can port games from XBOX 360 to PC with little or no changes to input code. Frankly I have no idea why anyone would want to do console stuff when you can buy a PC for just above the cost of one that will definitely kick its ass.

    PCs have been, are, and always will be the forefront of computer graphics. First SIGGRAPH and Silicon workstations and then the PC. Eat your heart out console ........e.

    Dev's are moving to consoles because those users are normally less 'finicky', care less about the underlying code, care less about expansions (since it's not possible), the hardware is constant for all machines so it's easier to code for, and it's a quick way to ensure your game will produce cash flow.

    But be assured those companies will still do PC games and I think everyone understands the value of gaming as it relates to the PC.

    And if you think about it, the fixed function pipeline was sort of dead anyways. How many of use really used it and liked it? All of us can transform our own vertices from local space to world space to clip space with 3 matrix muls. And the default lighting scheme of D3D sucked and many of us were already moving away from using it because of the huge artifacts it produced.
    I'm glad to see it go and now we enter the awesome realm of pure shader graphics. This will be a wild ride.
    Last edited by VirtualAce; 01-26-2006 at 11:36 AM.

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