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Author Topic: Castle Game Engine demo WIP  (Read 3983 times)

kagamma

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Re: Castle Game Engine demo WIP
« Reply #15 on: April 18, 2018, 08:04:41 pm »
Nice, thankyou!
Thanks!
I played around with view3dscene's predefined post-processing shaders and here's another result:
https://i.imgur.com/UXuXCqf.png

Still only 3 spotlights in the room.

Handoko

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Re: Castle Game Engine demo WIP
« Reply #16 on: April 18, 2018, 08:18:09 pm »
Maybe I'm wrong, but I wonder why no one mentioned about using lightmap. It is very useful to create realistic lighting for static objects especially rooms. The most benefit things of using lightmap are, you can have soft shadow and ambient occlusion effect.

Rendering soft shadow is very slow, but without soft shadow it will looks very 3D-generated. And the calculation of ambient occlusion effect is extremely slow. So lightmap is used to solve the problems. It is generated by using a 3D renderer software and the pre-rendered lightmap is used in the game.

Any 3D game engine that can use lightmap usually will be able to give you nice looking graphics result. Of course it depends on the artist's skill.

More info:
https://en.wikipedia.org/wiki/Pre-rendering
https://en.wikipedia.org/wiki/Lightmap
https://en.wikipedia.org/wiki/Ambient_occlusion

Below is the comparison of Lainz's original image with the result of manually-added ambient occlusion effect.

I do a lot of image retouching for computer generated images. One of the thing I always pay attention is the ambient occlusion effect. In the images below, without AO the furnitures and vase seem to float in the air. Note: If you can't notice the differences, you can try to save them at your local disk and run them as slideshow.
« Last Edit: April 18, 2018, 08:19:53 pm by Handoko »

kagamma

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Re: Castle Game Engine demo WIP
« Reply #17 on: April 18, 2018, 08:39:37 pm »
^ because it will destroy the main purpose of the demo - to see if castle game engine is capable of creating real-time graphics that's comparable to AAA game engines out there :P

lainz

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Re: Castle Game Engine demo WIP
« Reply #18 on: April 18, 2018, 08:57:27 pm »
I know what ambient occlusion is, just I forget to add it with a setting that blender already have.

In the video, using Unity, it has ambient occlusion in realtime.

And yes, in Unity you can bake lights also, and get a realistic environment.. but I've not played too much with that.

But, I think I did not forget to add it here https://www.artstation.com/artwork/PWe4n

Is not as noticeable as in the edited image / realtime vide, because it's made with Cycles, and adding fake AO is not quite right. But the lights are not realistic, that was not the goal also..
« Last Edit: April 18, 2018, 09:05:56 pm by lainz »

Handoko

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Re: Castle Game Engine demo WIP
« Reply #19 on: May 31, 2018, 06:27:00 am »
Although the image you generated is not very realistic, but I like it. The low-key lighting, the strong contrast, noticeable soft shadow, narrow depth of focus and the vignetting effect. You just need to put some blood splatters, it looks good for survival horror games.
« Last Edit: May 31, 2018, 06:35:07 am by Handoko »

lainz

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Re: Castle Game Engine demo WIP
« Reply #20 on: August 11, 2018, 01:26:50 am »
I will try to mix Castle Game Engine and BGRABitmap (or if not possible, try to port some BGRABitmap code to CGE) to produce an Android application, let's see what happens.
« Last Edit: August 11, 2018, 01:32:04 am by lainz »

 

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