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Other Game Engines


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Great tech demo with tons of eye candy, but better engine will not necesserily bring a better (and more enjoyable) game...:smilewink:

 

...but as mr. Mercury said - Show (technology) must go on! :thumbup:

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"HIGH END GFX AIR COMBAT FLIGHT SIMS" - Yes Please!

 

1AMY7I_eHjk

 

You can download, and move around yourself , link here :

 

http://www.techpowerup.com/downloads/2369/unreal-engine-4-five-tech-demos/

 

Wow that is nice!

 

Thats where the future of gaming is!

 

In general terms its time for "Flight Sim Developers" to take note of the future of home entertainment.

 

You get allot of bla, bla bla in Forums but many modern games are now heading this way.

 

 

 

 

 

 

 

With one of these.......

or
surprise.gif

 

 

worthy.gifworthy.gifworthy.gif .......... I only dream of "HIGH END GFX AIR COMBAT FLIGHT SIMS" ....... NOW DAYS!


Edited by WRAITH

 

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Oh yeah, all these new engines look amazing, until you see the maps size they support, then it stops being so amazing, and just becomes sort of meh.

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Oh yeah, all these new engines look amazing, until you see the maps size they support, then it stops being so amazing, and just becomes sort of meh.

 

Hi bud,

 

Well your incorrect there, thats why I said there is allot of Bla, Bla, Bla in many Forums.

 

For example UNITY 3D covers "Large MAP and World Areas" there is a YouTube with a Unity 3D Developer stating this very point.

 

He even goes to say that overheads in detail should be better managed by GPU and allow more CPU power for computing large terrain areas but thats where it all gets to technical for me all that Programmer / Developer jargon. Its all about optimizing your code and utilizing multi-core CPU's and what not!

 

All I can say is there are military simulators already incorporating large MAPs with high end GFX, just by doing some Googling you soon see that allot is already happening out there.

 

I guess what that requires is a base-code that supports and works best with these NEW GFX Engines.

 

Where in some cases old code would have to be rewritten to support new terrain engines, but again this is a Game Programmer / Developer realm type discussion.

 

I just posted along with thread for new Gaming Engines and how its becoming increasingly realistic like, its fantastic for gaming home entertainment type applications with Ultra HD 3D Screens and flight sim cockpits, awesome entertainment.

 

I'm only hoping for more Air Combat Sims with these engines in future. :thumbup:

 

Cheers,

 

:beer:


Edited by WRAITH

 

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Lets take EDGE for example

 

So how large is "large" because they always say words, but they never provide numbers.

 

Hi,

 

Well doing some Googling on EDGE for example.......

 

 

EDGE Update

 

http://forums.eagle.ru/showpost.php?...52&postcount=3

 

Now that we are getting very close to integrating EDGE into DCS, I can share a few more details.

 

1- DirectX 11 / DirectX 11 Windows 8 based.

 

2- Can support up to four GPU (either SLI or CF).

 

3- Uses clip maps.

 

4- Two cloud layers can be created with options for none, cumulous, cumulous nimbus, and stratus.

 

5- Terrain shadow projection is supported.

 

6- World can be as large as the designer wishes them to be, it is more of a question of development time / map detail. :smilewink: :thumbup:

 

7- Option

 

Internet Reference:- http://theairtacticalassaultgroup.com/forum/showthread.php?t=5723&p=64348&viewfull=1#post64348

 

 

 

 

This is not taking into account new Database of 3D High Quality Poly Modeling and Photo Realistic Terrain Texturing.

 

E.g. .... Buildings, Trees, Tanks, ManPads, Sam Launchers etcetera ........... that will make the Scenery for sweet flying! thumbup.gif

 

Video example only using 3DSMAX Modeling Software..........

 

 

or

 

 

So me hoping for the best in a few years time, there is also talk of more Theaters! :thumbup:

 

Cheers

 

:drunk:


Edited by WRAITH

 

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  • 2 weeks later...

[Outerra] Airbus A380-800

 

Some guys converted a A380 model for outerra. Seems like it is going to get a flexible engine that allows plenty possibilitys for modding, they have scriptable animations and a proper suspension model.

 

 

http://forum.outerra.com/index.php?topic=2827.0

 

Airbus A380-800 Release & Update:

- Wing Flex (upgrade pending)

- Up to 13 different camera positions

- Animated ailerons and ground spoilers (upgrade pending)

- Animated flaps

- Animated rudder trim tabs

- Animated engine fans & blurred fans

- Animated VC landing gear lever

- Animated VC flaps lever

- Animated VC Throttle levers

- UVW maps optimizations

- Higher poly tires, and instanced for better performance

- Animated exterior doors

- Tuned flight dynamics

- Structure collision points

Sounds for:

- Engines (near and far)

- Flaps

- Gears

- Touch down

- Roll

 

 

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DCS EDGE + Global MAP SDK Supporter

 

Some guys converted a A380 model for outerra. Seems like it is going to get a flexible engine that allows plenty possibilitys for modding, they have scriptable animations and a proper suspension model.

 

 

Outerra is sure moving along......... i did a quick look around for top game engines for 2014.

 

I found this...................

 

 

My favorites are:-

 

 

  1. http://unigine.com/
  2. http://www.havok.com/
  3. http://unity3d.com/
  4. http://www.outerra.com/

As for modeling animation soft body physics have you seen these.........

 

 

 

 

They have an SDK available for developers, also many have cross platform Plug-in Tools for other GFX Engine technologies

 

More here ................ http://mycryengine.com/

 

and here ................... How to install it .................. http://www.youtube.com/watch?v=w4TCXTqpQ2Y

 

Also picture the F-16, F-18, SU-33 etcetera with this level of detail and code........ Revolutionary soft-body physics in CryEngine3

 

Picture a jet hitting a Carrier or mountain as your hot on bandit

 

Will we ever see an Air Combat sim with Theaters of War and Dynamic Campaigns with this much detail dont know.

 

EDGE seems to promise much we will have to wait for release.

 

But some GFX engine are just amazing in complexity its where modern gaming is moving towards, nice ha!

 

Cheers,

 

:beer:


Edited by WRAITH

 

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  • 3 weeks later...

 

 

unigen

 

higher detail terrain due to dynamic deformation or procedual tesselation, similar to clip mapping. does not effect map size...this is key.

 

very good normal mapping. see on mountain ridges, rock textures, highlights, shadows, very good detail and completely smooth to the eye at distance. very little noticeable aliasing jaggies. again, must scale with terrain.

 

large normal map, smoother, long distance viewing. close range normal map, rougher, but more detailed.

 

As mentioned previously.. it does look like the EDGE terrain engine supports normal maps on the terrain surface.

 

The quality and effect of the normal maps will undoubtedly depend on the artist creating the terrain. In particular; procedural erosion generators can be a great boon.

Nicholas Dackard

 

Founder & Lead Artist

Heatblur Simulations

 

https://www.facebook.com/heatblur/

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  • ED Team
dcs's 2.0 grass system now resembles outerra's, but i think it's not organic looking. too organized, like well manicured lawn.

 

i'd love to see more shaggy patchy, uneven length grass with mottle, discoloration on single blades, etc.

 

Its a WIP

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dcs's 2.0 grass system now resembles outerra's, but i think it's not organic looking. too organized, like well manicured lawn.

 

i'd love to see more shaggy patchy, uneven length grass with mottle, discoloration on single blades, etc.

Do you ever find anything good in DCS, graphics wise? :huh:

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the vehicle model quality is very good. but higher than needed(i suspect they are attempting a form of future proofing. but multicore is a better way to future proof as it's a much bigger hurdle than models.

 

the silver lining effect on clouds is actually good, but clouds themselves are rather outdated and inorganic. they all look samey.

 

self shadowing is good and crisp. cockpits are detailed good and crisp. window shadow is next step.

 

dcs still has best vortex and flare smoke effect as of yet. graviteam flare is excellent too. i think dcs can increase flare volume then better like c-130 needs volume for its flares.

 

at this point bad outweight good unfortunately that's why many people leave or move on. we are eager to see what improvements 2.0 brings

Yes, those flares keep the majority here, I guess.

 

But anyhow, maybe it is worth to first see how DCS 2 really turns out visually and how it will progress from there - rather than nitpicking on every detail of the legacy DCS? Just a thought, though ...

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i'm looking at 2.0 screenshots. some issues since 2001 still exist. also, what do you mean majority? when i was here 10 years ago, all simmers play this game, now many leave for better visual and programming competition.on some forums, many people denounce dcs. it shouldn't be have to be like this. i announced my intentions, please respect it. tanks

 

what was your old screen name?

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Outerra for Flight Simualtions Plug-in Supporter

 

Hi all,

 

Love this but change to 1080HD for better visuals enjoy!

 

 

 

Nice yeah!

 

Outerra really looks stunning its a neat GFX engine for vast terrain for flight simulation fighter jets.

 

Every time they release a video, I just goto watch it with......."ENVY"!

 

Website.......... http://www.outerra.com/wfeatures.html :thumbup:

 

*** "I WISH"! ***

 

Cheers,

 

:beer:


Edited by WRAITH

 

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Guys, This Thread was moved to the "NEWS" Only section, Not Discussion.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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  • 2 months later...

TitanIM (powered by Outerra)

 

The first Outerra spin off is in the making: TitanIM

 

TitanIM provides a user with everything they need out of the box to instantly engage in a high fidelity experience, without limiting that user from changing the nature of that experience.

 

The capabilities to enable this come in many forms, but broadly break down to five elements – the World and its environment, the Content inside that world, the Scenario that can be authored (from a simple mission to a full standalone application), the User Interfaces, and the External Interfaces available.

 

To illustrate the experience we’ll use three generic categories on the user spectrum:

 

* An End User – operates TitanIM out of the box, a pick up & go experience.

* A Modder – likes to peek behind the curtain and lightly modify TitanIM, without being a programmer or specialist.

* A Developer – wants to get under the hood and buried in code or tools to vastly alter TitanIM.

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