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Other projects => Pointless => Topic started by: fromhell on October 29, 2010, 07:24:25 PM



Title: Engoo
Post by: fromhell on October 29, 2010, 07:24:25 PM
Hacking software quake makes my brain a little bigger.


Title: Re: hmm
Post by: Cacatoes on October 30, 2010, 04:03:13 AM
hmm sweet


Title: Re: hmm
Post by: andrewj on October 30, 2010, 04:21:58 AM
awwww no pics :P


Title: Re: hmm
Post by: fromhell on October 30, 2010, 09:02:36 AM
okay
(http://leileilol.mancubus.net/crap/screwed5.jpg)
(http://leileilol.mancubus.net/crap/screwed4.jpg)

funny, first i make a quake2 gl render go backwards, and now i make a quake software renderer go forwards


Title: Re: hmm
Post by: Bane on October 30, 2010, 04:27:55 PM
that first pic looks like an acid trip  :)


Title: Re: hmm
Post by: Cacatoes on October 30, 2010, 05:04:17 PM
Yeah but pills were left on the drawer for too long.
/me will reach 1000 and doesn't want to post elsewhere than on Club Nub :P


Title: Re: hmm
Post by: Graion Dilach on October 30, 2010, 05:06:50 PM
Ahem...

Quote
Club Nub
Members, only, posts aren't counted. Irrelevant.

 ;D

BTT: How can a renderer go backwards? ???


Title: Re: hmm
Post by: Neon_Knight on October 30, 2010, 06:45:15 PM
Yeah but pills were left on the drawer for too long.
/me will reach 1000 and doesn't want to post elsewhere than on Club Nub :P
You are 999. :P
You are eviler than evil... I knew it. (?)


Title: Re: hmm
Post by: fromhell on October 31, 2010, 08:13:01 AM
It's colored lighting. Here's how it's supposed to look
(http://leileilol.mancubus.net/crap/screwed11.gif)
having lightstep issues atm :/

I also want to work on the sound code later (porting apogee MIDI code, tie chocodoom opl stuff in it (on win32 and linux only) and doing random sound effect pitching(which is really hard or near impossible to do due to the nature of the 'paintbuffer'))


Title: Re: hmm
Post by: Pain on October 31, 2010, 09:36:05 AM
that first pic looks like an acid trip  :)

no, it's pul1ctf  :D :D :D


Title: Re: hmm
Post by: RMF on October 31, 2010, 05:57:52 PM
hey nothing against that map, I love how the brightskin freaks freak out there ;D


Title: Re: hmm
Post by: Someone_mad on October 31, 2010, 06:57:36 PM
Was just a joke RMF...! Calm down ^^
             ±END¤CONNEXION±


Title: Re: hmm
Post by: andrewj on October 31, 2010, 09:30:47 PM
colored lighting + 8bit palette = eye sore :D

The thing that makes colored lighting look nice is the smooth graduation between e.g. bright red and dark red, or between two different colors, and you lose that when you force the result into 256 colors.

I tried it with Quake2 (big lookup table in the surface cacher) and no matter what palette I used (I had a few ones beside the stock Q2 palette), maps like the one with all the laser beams and lava and lotsa red lighting never looked decent.  But YMMV :)


Title: Re: hmm
Post by: fromhell on November 01, 2010, 12:28:56 AM
actually it's been a bit fixed up since. I now also have overbrighting
(http://leileilol.mancubus.net/crap/unscrewed2.jpg)


Title: Re: hmm
Post by: fromhell on November 19, 2010, 08:45:35 AM
(http://leileilol.mancubus.net/engoo/shots/fqdm1.gif)
I had a bit of fun after doing wateralpha support..... lol simple water


Title: Re: hmm
Post by: fromhell on November 27, 2010, 02:19:02 AM
(http://leileilol.mancubus.net/engoo/shots/colored.gif)

I believe I am totally finished with the whole colored lighting thing. Models are lit, dynamic lights work with colors and performance on Pentium II is actually quite passable.


Title: Re: hmm
Post by: fromhell on December 16, 2010, 08:55:42 AM
http://leileilol.mancubus.net/engoo/

MERRY CHRISTMAS!


Title: Re: hmm
Post by: Peter Silie on December 16, 2010, 01:48:17 PM
http://leileilol.mancubus.net/engoo/

Great work and many thx!

MERRY CHRISTMAS!

Where do you come from?
I still have some days to go ;)


Title: Re: hmm
Post by: andrewj on December 16, 2010, 08:38:19 PM
ITS ALIVE ;D

btw I only helped a little bit.

I should probably fix up my Linux makefile and sort out the other code fixes needed for Linux...............


Title: Re: hmm
Post by: fromhell on December 17, 2010, 03:59:50 PM
btw I only helped a little bit.
That "little bit" (mainly the lightstep bug fix and the sound pitch initial implementation) meant a LOT to me. :P

There's of course that model alias lighting bug which is due to the alias clipping not passing values... that one had me stumped for awhile. When you get to that point in awwquake2 don't forget about r_aclip!

The biggest drawback of the engine is the lack of new ASM routines for the new things. Mainly (from slowest to fastest):

- Colored lighting surface mip blocks
- 8-bit variable-step sound channel painting
- Alias model drawing (slightly regressed here)
- Blended sprite drawing
- Alpha/Additive Particle drawing

Another drawback is safely extending the network protocol to support things like:
- bigger .effects field
- alpha
- scale
- glow size and color

I have alpha and glowsize/color in as dpprotocol stuff already, but this causes the engine to crash on first startup.

It'd be fun to eventually support QW and DP7 later on though


Title: Engoo
Post by: fromhell on December 19, 2012, 06:42:46 AM
This is a quake engine project im working on. Can't believe I haven't posted a topic about this here yet.

Long explanation short: Software rendered version of a typical GLQuake engine while having Zdoom, Unreal and Build influence.

Right now i'm trying to get siggi's hud scaling code to work with the refdef


Currently only supports Win32 and DOS. No linux or mac port :(


Title: Re: Engoo
Post by: fromhell on March 15, 2013, 05:17:29 AM
If anyone ever wondered what cg_leiSuperGoreyAwesome could've been like.. (http://www.youtube.com/watch?v=-0KgdA0wtAY)



Also i've been trying to optimize the heck out of the surfaceblocks. I now believe marklights is a slower function than the rgb surfaceblock. Colored lighting is finally smooth-ish on Pentium II, getting around 40fps averages!


Title: Re: Engoo
Post by: GrosBedo on March 22, 2013, 07:18:42 AM
If anyone ever wondered what cg_leiSuperGoreyAwesome could've been like.. (http://www.youtube.com/watch?v=-0KgdA0wtAY)

Wow, the blood (particles?) effects are very impressive, particularly the blood on walls and the blood drops from the ceiling. Very nice.


Title: Re: Engoo
Post by: fromhell on April 30, 2013, 05:59:38 AM
Now the renderer can handle a 24-bit texture.  Shown here's a Half-Life level, just because it has textures with their own palettes. I plan to implement external TGA and PCX loading (which should lead to skybox support later on)
(http://leileilol.mancubus.net/engoo/shots/24bit.png)


Title: Re: Engoo
Post by: fromhell on May 02, 2013, 05:21:48 AM
Added water refraction

which is at least something i wanted for OA's glsl


Title: Re: Engoo
Post by: Gig on May 02, 2013, 05:25:19 AM
Wow, that's veeery interesting!  :) Nice work, FH!

Hoping to see that in OA.  :)


Title: Re: Engoo
Post by: CGB01 on May 03, 2013, 08:46:49 AM
Neat, hope to see that soon on OA!  Now that the code is done, it should be a breeze to port it over ;)


Title: Re: Engoo
Post by: fromhell on May 04, 2013, 06:59:21 AM
not really.....

1. this is a software renderer
2. it's not even GL


Maybe it's possible to bring this renderer to OA if every polygon idTech3 outputs gets brute forced into the quake polygon drawing spans or something (including the text).......


I also have reflections
(http://leileilol.mancubus.net/engoo/shots/reflection3.png)


Title: Re: Engoo
Post by: Gig on May 04, 2013, 09:04:34 AM
What about trying to pass such stuff to Hitchhiker (http://openarena.ws/board/index.php?action=profile;u=3740) (author of OA GLSL support), asking him if he's capable of making OA GLSL shaders that way?

OA 0.8.8 DO NOT LINK[/b]) h t t p s : / / openarena . wikia . com/wiki/Manual/Graphic_options#GLSL_effects]added support for GLSL effects (http://([b), but I have no idea if some arena actually uses such shaders. I think at that time Hichhiker posted an image or a video showing GLSL-powered water (much better that Q3 classic water!), but I don't know if that has been really used somewhere...

I suppose it may be time to start using some of such effects (maybe even put them in some OACMP maps?).
I wanna "poke" Hitchhiker, to ask him if he can write down a sort of guide about how to create/use GLSL shaders...



Title: Re: Engoo
Post by: Hitchhiker on May 04, 2013, 11:40:56 AM
Hi,
poke worked.. I'll try to prepare a short tutorial on how to make glsl shaders and eventually will be available for questions and assistance to whoever tries to make or implement them - as much as I can.
The glsl support was not really done by me so my support might prove limited in some cases.

how similar are Engoo and Quake3 in regards to renderer structure? If they work in a similar way maybe this water reflections/refractions can be 'ported' - it looks way better than the water shader I did. Making a glsl shader for water is not that difficult (plenty of source on the net). But as far I know they all need the image 'after' the water surface in order to render refraction and an image 'above' the water in order to render reflection. Raytracing is not possible as Opengl does not have geometry database. So it can only be done by drawing polygons and these two images (that would be textured on a polygon of water surface) would need to be obtained before the water shader is drawn and I have no idea how to do this.

for the moment I will help with a tutorial. there are still few effects that can help improve visual appeal of the game with what is in place already.


Title: Re: Engoo
Post by: fromhell on May 05, 2013, 02:44:43 PM
The process for reflections in Engoo is much similar to modern reflections (rendering a scene a second time into a reflect buffer), except instead of a normal map to distort the reflection and refraction it's just using s and t turbulent spans (it's a span-based driver not polygons, so this code can't be "ported" to oa)


Title: Re: Engoo
Post by: Hitchhiker on May 05, 2013, 02:52:34 PM
but how complicated it is to render the scene in the reflect buffer? can you tell if this could be implemented in OA?
If so, the glsl part is not all that difficult to do once the texture is ready.


Title: Re: Engoo
Post by: CGB01 on May 06, 2013, 07:13:15 AM
I've played around this morning with the "Mirror" function and got some interesting effects which seems like what Fromhell is doing in Engoo.  Basically it's playing with shaders.

If you take a look at the shader Mirror2 in the common group, you can add the following two lines to it to make it non-solid and have no fire marks on it;

surfaceparam noimpact
surfaceparam nonsolid

You'll have to add a misc_portal_surface right in front of the water surface (within 64 units) for the refection to work.

With this simple mod to the Mirror2 shader, I was able to see the reflection of gun shot fire to the ceiling, I can shoot at the water and see the gun shot marks on the bottom of the pool and if I walk close enough to the edge of the water and look down, I can see myself.

Now the ripple effect if really not that good, but with a little playing around with the shader, I'm sure you can achieve the same effect.


Title: Re: Engoo
Post by: Hitchhiker on May 06, 2013, 11:55:46 AM
hi CGB01,

portals are in fact drawn before the scene and this might work. just would need to find a way of capturing the image and re-draw it with the distortion - then maybe re-capture the image of the scene just before the water (being transparent and thus drawn last) and use that as a cube map. i dont expect to have much time before the winter to look into this but who knows..
And we're also hijacking this thread.. sry fromhell :)


Title: Re: Engoo
Post by: fromhell on May 07, 2013, 10:16:09 AM
You all know how much I love flares. I didn't forget to have those either
(http://leileilol.mancubus.net/engoo/shots/whoa/flares.png)

This engine is beginning to look like UnrealEngine1 in many ways, it already has the feel of it with the new weapon bobbing etc. It's possible to make a whole new game with a fresh, unquakey feel to it.


Title: Re: Engoo
Post by: ZedSlayer on May 10, 2013, 01:12:34 PM
More cool engines to make new games is always great.


Title: Re: Engoo
Post by: fromhell on May 19, 2013, 03:35:22 PM
Here's a very buggy Windows only beta release (http://leileilol.mancubus.net/leiware/request.php?113).

Also the code tree is right here (http://mancubus.net/svn/hosted/fsfps/tnq/) incase anyone wants to take a whack at it, getting it going in SDL on linux or something


Title: Re: Engoo
Post by: fromhell on May 22, 2013, 12:04:08 PM
.....nothing to say?

I am done.


Title: Re: Engoo
Post by: Gig on May 23, 2013, 02:49:59 AM
Is that the engine only, to be installed into an existing Quake1 installation?
I hope to still have a copy of it somewhere...


Title: Re: Engoo
Post by: andrewj on May 23, 2013, 03:18:58 AM
Is that the engine only, to be installed into an existing Quake1 installation?
Yes.

You can also copy the 'id1' folder from Quake into the folder where engoo is unpacked.


Title: Re: Engoo
Post by: fromhell on May 25, 2013, 12:39:04 PM
I don't really care anymore.


Title: Re: Engoo
Post by: fromhell on September 24, 2013, 08:14:48 AM
Maybe I do care a little. Here's a video. (http://www.youtube.com/watch?v=UPj2_wRWLZs)


Title: Re: Engoo
Post by: Gig on September 24, 2013, 08:22:28 AM
Not bad, really!  :)


Title: Re: Engoo
Post by: Neon_Knight on September 24, 2013, 08:35:59 AM
I don't believe the projects are pointless. The most vocal part of "the community" (in this case, the FOSSers at other forums) might make you believe one thing, but they aren't the majority.

For a Win-only, non-GL port of a very old game, it looks pretty awesome. Sadly, there's nowhere where I can help even with criticism, as coding isn't my forte, yet. :(


Title: Re: Engoo
Post by: fromhell on October 17, 2013, 03:45:15 PM
Finally reinstalled VC6 and SVN. Here's a build of revision 270! (http://leileilol.mancubus.net/leiware/request.php?115)

I've learned a lot of stuff doing Engoo since it served mostly as a good scratchpad for things I want to implement in OA. I'd love to replicate my blood effects from this over into OA engineside somehow....  (and not cgame since local entities will hit their limit and be expensive through the qvm)


Title: Re: Engoo
Post by: Gig on October 18, 2013, 01:05:25 AM
Finally reinstalled VC6 and SVN. Here's a build of revision 270! (http://leileilol.mancubus.net/leiware/request.php?115)
Nice to hear that, although I will not be able to test it in these days...

What about restoring the name of this forum section (that at the moment is named "pointless")?


Title: Re: Engoo
Post by: Neon_Knight on October 18, 2013, 06:54:41 AM
Finally reinstalled VC6 and SVN. Here's a build of revision 270! (http://leileilol.mancubus.net/leiware/request.php?115)
Nice to hear that, although I will not be able to test it in these days...

What about restoring the name of this forum section (that at the moment is named "pointless")?
I agree. For this alone...

I've learned a lot of stuff doing Engoo since it served mostly as a good scratchpad for things I want to implement in OA.
...I, at the very least, don't consider Engoo pointless.

If only there was support for Linux, though. :/


Title: Re: Engoo
Post by: andrewj on October 18, 2013, 10:00:46 PM
If only there was support for Linux, though. :/
It compiles and runs on Linux with a little bit of persuasion, but that is with the X11 video code (not SDL).


Title: Re: Engoo
Post by: ZedSlayer on October 26, 2013, 08:02:33 PM
While I have not the knowledge or experience to give any criticisms on this project, as a quake fan this source port has become a favorite due to the numerous little settings you've added that I've been playing around with to mix things up.

Also, the amount of little features you've added to a software based engine is amazing, I hope to see this go further forward.


Title: Re: Engoo
Post by: fromhell on December 17, 2013, 05:02:36 PM
burn
(http://leileilol.mancubus.net/engoo/shots/fire2.gif)

if only OA had renderer-based particles... if only!!!


all these graphical improvements and the sound loop bug still isn't fixed...


Title: Re: Engoo
Post by: Gig on December 18, 2013, 12:57:58 AM
Very nice effect, Fromhell!  :)


Title: Re: Engoo
Post by: fromhell on December 31, 2013, 07:44:17 AM
I've updated the site and released version 2.77 publicly (http://leileilol.mancubus.net/engoo/).



Title: Re: Engoo
Post by: Gig on December 31, 2013, 07:51:38 AM
Interesting.

Maybe you may update the "videos" section, adding something focused upon the latest water effects...  ;)


Title: Re: Engoo
Post by: Gig on January 10, 2014, 10:05:20 AM
Tried. Works well enough on my Athlon XP 2600.  ;)
Sometimes the "RAM" icon appears...


Title: Re: Engoo
Post by: fromhell on January 11, 2014, 12:36:30 AM
It's still decent with single core processors from 2001 onward yeah.  You can get decent 800x600 gaming on it w/ colored lighting on Pentium 4s.

it really shines on an intel core i3/5/7 however


Title: Re: Engoo
Post by: Gig on January 13, 2014, 02:15:04 AM
But what's about that "ram" icon which appears sometimes? Is it due to I enabled too many of your additional options at once? Or maybe should I tweak some variable to give more ram to the program?


Title: Re: Engoo
Post by: fromhell on January 14, 2014, 09:59:52 PM
"RAM" is due to the surfacecache being big. I haven't done anything about that....


Title: Re: Engoo
Post by: fromhell on April 13, 2014, 07:18:20 PM
and also github (https://github.com/leilei-/Engoo)


Title: Re: Engoo
Post by: special on September 03, 2014, 07:38:38 PM
you never finish anything fromhell


Title: Re: Engoo
Post by: bbmario on January 12, 2015, 01:19:25 PM
Have you implemented texture coordinate space dithering? That's pretty amazing for sw rendering. Also, have you considered porting this to SDL2 and removing the garbage? (old x11 code, win/dos code, etc)


Title: Re: Engoo
Post by: fromhell on January 12, 2015, 05:28:14 PM
Have you implemented texture coordinate space dithering? That's pretty amazing for sw rendering.
There's already a form of texel kernel filtering

Also, have you considered porting this to SDL2 and removing the garbage? (old x11 code, win/dos code, etc)

:|


Title: Re: Engoo
Post by: revanic on January 15, 2015, 12:33:39 PM
Are you even still doing any of this? Seems like you've been trying to do too many things imo...


Title: Re: Engoo
Post by: fromhell on January 15, 2015, 05:42:09 PM
Since Dec 2013 it's only had very very very very minor changes in the Git repository, and I also started some sort of 486 speedup branch (https://github.com/leilei-/Engoo/tree/486-experiment) just to get some ideas out of my brain before they take over.



and fyi i'm not bothering with a SDL port, and especially not a "no garbage" SDL port.      OA having its "garbage" removed for SDL (mouse input especially) was for the worse.



the 'too many things' I did in 2014 was a terrible balance between engine hacking, qvm hacking and modeling.  I didn't do much modeling :(


Title: Re: Engoo
Post by: Marterzon on February 02, 2015, 03:23:56 PM
Would this be in GNU/Linux? :)