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luni, 11 iunie 2012

Project Skydive - 3D Engines

Skydive is a game developed as a student project at University of Skövde in Sweden. We are 17 students that for ten weeks together have made this game in Unreal Development Kit. The gameplay mechanics are completely physics based, i.e. the character is really flying. The mountain is super huge (actually 14000 times larger than the Unreal Tournament map dm_deck). The game features several game modes, two characters and splitscreen support for up to four players. The game is a PC game but is played played with an Xbox 360 controller.

On UDK website, we can see this:

If you are using UDK internally within your business and the application created using UDK is not distributed to a third party (i.e., someone who is not your employee or subcontractor), you are required to pay Epic an annual license fee of US$2,500 per installed UDK developer seat per year.

So what is my point.

To make something like this we can use an free and better 3D engine.

Like Ogre 3D, Irrlicht.

Read this if you don't trust in my opinion.

luni, 21 mai 2012

Python , OpenGL and cube map OpenGL ARB

Today I will show a simple script that uses the OpenGL ARB "Architecture Review Board". The result is show in the next image.
I use just one image file named 111.JPG for all cube images. Let's see the python script.

from OpenGL.GL import *
from OpenGL.GLU import *
from OpenGL.GLUT import *
from OpenGL.GL.ARB.texture_cube_map import *
import Image                
import sys
#after I import all module , I set some vars
angle    = 0.1
texture  = 0
#this var set the type of reflection
reflMode = GL_REFLECTION_MAP_ARB
#this load the texture 
def loadTexture ( fileName ):
    image  = Image.open ( fileName )
    width  = image.size [0]
    height = image.size [1]
    image  = image.tostring ( "raw", "RGBX", 0, -1 )
    
    texture = glGenTextures ( 1 )
    glBindTexture     ( GL_TEXTURE_2D, texture )   
    glPixelStorei     ( GL_UNPACK_ALIGNMENT,1 )
    glTexParameterf   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT )
    glTexParameterf   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT )
    glTexParameteri   ( GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR )
    glTexParameteri   ( GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR )
    gluBuild2DMipmaps ( GL_TEXTURE_2D, 3, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image )
    
    return texture
#this load a cube map of six images
def loadCubemap ( faces, path = ""  ):
    texture = glGenTextures ( 1 )
    target_map  = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB
    glBindTexture     ( GL_TEXTURE_CUBE_MAP_ARB, texture )  
    glPixelStorei     ( GL_PACK_ALIGNMENT,1 )
    glTexParameteri   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,     GL_REPEAT )
    glTexParameteri   ( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,     GL_REPEAT )
    glTexParameteri   ( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR )
    glTexParameteri   ( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR )
    glEnable          ( GL_TEXTURE_CUBE_MAP_ARB )
       
    for face in faces:
        if path != "":
            file = path + "/" + f
        else:
            file = face
        image  = Image.open ( file )
        width  = image.size [0]
        height = image.size [1]
        image  = image.tostring ( "raw", "RGBX", 0, -1 )
        gluBuild2DMipmaps ( target_map, 3, width, height, GL_RGBA, GL_UNSIGNED_BYTE, image )
        target_map = target_map + 1
    return texture
#this check if is working OpenGL ARB extension 
def extensionInit ():
    if not glInitTextureCubeMapARB ():
        print "ARB_texture_cubemap not working !"
        sys.exit ( 1 )
#this is default init of opengl 
def init ():
    glClearColor ( 1.0, 1.0, 1.0, 0.0 )
    glClearDepth ( 1.0 )                
    glDepthFunc  ( GL_LEQUAL )
    glEnable     ( GL_DEPTH_TEST )
    glHint       ( GL_POLYGON_SMOOTH_HINT,         GL_NICEST )
    glHint       ( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST )
#this help us when resize the window
def reshape ( width, height ):
    glViewport     ( 0, 0, width, height )
    glMatrixMode   ( GL_PROJECTION )
    glLoadIdentity ()
    gluPerspective ( 55.0, float(width)/float (height), 1.0, 60.0 )
    glMatrixMode   ( GL_MODELVIEW )
    glLoadIdentity ()
    gluLookAt      ( 0.0, 6.0, 0.0, 4.0, -4.0, 4.0, 0.0, 0.5, 0.0 )

def display ():
    global texture, reflMode
    
    glClear   ( GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT )
    glEnable  ( GL_TEXTURE_CUBE_MAP_ARB )
    glEnable  ( GL_TEXTURE_GEN_S )
    glEnable  ( GL_TEXTURE_GEN_T )
    glEnable  ( GL_TEXTURE_GEN_R )
    glTexGeni ( GL_S, GL_TEXTURE_GEN_MODE, reflMode )
    glTexGeni ( GL_T, GL_TEXTURE_GEN_MODE, reflMode )
    glTexGeni ( GL_R, GL_TEXTURE_GEN_MODE, reflMode )
    
    glBindTexture   ( GL_TEXTURE_CUBE_MAP_ARB, texture )
    glPushMatrix    ()
    glTranslatef    ( 2, 2, 2 )
    glRotatef       ( angle,  0, 10, 0 )
    
    glutSolidTeapot ( 1.5 )
    
    glPopMatrix     ()
    glutSwapBuffers ()
#this test the keyboard
def keyPressed ( *args ):
    global reflMode
    
    key = args [0]
    if key == '\033':
        sys.exit ()
    elif key == 'n' or key == 'N':
        reflMode = GL_NORMAL_MAP_ARB
    elif key == 'r' or key == 'R':
        reflMode = GL_REFLECTION_MAP_ARB
#this will animate , is a idle function
def animate ():
    global angle
    
    angle  = 0.01 * glutGet ( GLUT_ELAPSED_TIME )
   
    glutPostRedisplay ()
#... and the main function
def main ():
    global texture
    
    glutInit               ( sys.argv )
    glutInitDisplayMode    ( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH )
    glutInitWindowSize     ( 600, 400 )
    glutInitWindowPosition ( 0, 0 )
    
    glutCreateWindow ( "ARB_texture_cubemap demo" )
    glutDisplayFunc  ( display )
    glutIdleFunc     ( animate )
    glutReshapeFunc  ( reshape )
    glutKeyboardFunc ( keyPressed )

    init          ()
    extensionInit ();
    
    texture = loadCubemap ( ( "111.JPG", "111.JPG", "111.JPG", "111.JPG", "111.JPG", "111.JPG" ), "" )
    print texture
    glutMainLoop()

print "Hit ESC key to quit."
main()

luni, 30 aprilie 2012

Overview of Blender 2.63 by blendercookie

This is a new video created by blendercookie about Blender 2.63 features.

Thank you for share us.

Blender 2.63 - new release

The Blender Foundation and online developer community is proud to present Blender 2.63.

This is the new release of Blender 3D team and it comes with very useful features.

One is Cycles Render Engine and it is still under development is still available since Blender 2.61.

If you use linux OS then requires glibc 2.7, includes Python 3.2 and FFmpeg.

If you want to learn more , try this online manual.

duminică, 29 aprilie 2012

New version of NeoAxis Game Engine

It seems that a new release of NeoAxis 3D Game Engine for game developers to come these days.
You can read more here.
NeoAxis Group is pleased to announce that new version of its all-purpose 3D game engine NeoAxis 1.2 was released. 
New version features numerous enhancements in different areas, including new tools in Map Editor and Resource Editor, extended localization support, ability to directly import new 3D file formats, full support for Intel HD Graphics integrated video cards, new post-processing effects

marți, 17 aprilie 2012

CryENGINE 3 Free SDK

The official website announced:

Anyone can now download a full version of the best All-In-One Game Development Engine, for free and use it without charge for non-commercial game development. You can try out the fastest toolset for creating game worlds and use the power of CryENGINE 3 in your own games

I could not test it because it requires hardware requirements.

The minimum hardware resources are:

• CPU: Intel Core 2 Duo 2GHz, AMD Athlon 64 X2 2GHz or better (a multi-core processor is strongly recommended)

• Memory: 1 GB RAM (2 GB recommended)

• Video Card: nVidia 8800GT 512MB RAM, ATI 3850HD 512MB RAM or better (SM 3.0 minimum)

Bellow is a video, also you can find on internet.