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Let's Play Name that Engine

by Alan James · 05/02/2006 (9:32 pm) · 65 comments

Ok, here's a few screenshots to help you out...

www.reallyreallygoodthings.com/screens/Image001.jpg
www.reallyreallygoodthings.com/screens/Image002.jpg
www.reallyreallygoodthings.com/screens/Image003.jpg
www.reallyreallygoodthings.com/screens/Image004.jpg
www.reallyreallygoodthings.com/screens/Image007.jpg
Got it? Good, but still not bad for TGE, huh? Here are the resources that you *have* to have for TGE:

Dynamic Range Lighting
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10232

TGE Water Upgrade
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=10357

Torque Lighting Kit for TGE
www.garagegames.com/products/36

TGE w/ Bumpmapped Interiors (using the CG runtime)
www.garagegames.com/index.php?sec=mg&mod=resource&page=view&qid=6431
*NOTE* this hopefully will be superceeded by Alex "Delerium" Scarborough's GLSL implementation in the near future

We're still plugging away at Code Name: Monster Island, and still hoping to have another beta test for early this summer, that's if I can stay away from coding and start building some real content. We have lots of pieces of the puzzzle, dozens of partial levels and now it's just a matter of starting to weed out what is necessary and what isn't. You wouldn't have thought building and populating even a relatively small island would be so much work!

Anyway Alex "Delerium" Scarborough and Manoel Neto deserve some major kudos from the community. Their work is giving some real legs to TGE, along with John Kabus for his help in all this.

-Alan
Really Really Good Things Studio
www.reallyreallygoodthings.com
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#1
05/02/2006 (9:45 pm)
Wow Alan, this is very impressive! In all honesty the second picture made me instantly think it was the CryEngine (FarCry's engine), then I thought it was TSE after seeing the terrain on the picture after that. Amazing work for TGE, keep up the great work guys!
#2
05/02/2006 (9:45 pm)
I agree with you, those 4 resources really make TGE shine. Great looking levels BTW!
#3
05/02/2006 (9:48 pm)
Great looking stuff. I'm gonna try out that water update and DRL stuff myself pretty soon. ;)
#4
05/02/2006 (10:03 pm)
I like that third picture. A lot. In fact, words cannot describe how much I love that picture. It'll be one of those pictures that inspires me to keep plugging away at getting the full GLSL resource out.
#5
05/02/2006 (10:08 pm)
@Alan James

With the TGE w/ Bumpmapped Interiors (using the CG runtime) resource, the last time I used the resource on a ATI card, all the buildings was purple. Has anyone got that fixed?

But besides that, those screenshots look great!
#6
05/02/2006 (10:14 pm)
This is amazing looking stuff, i cant wait till we implement these into our game.

Now we just need more water in our levels to showoff the cool effects :)
#7
05/02/2006 (10:59 pm)
Oh my.... holy.... WOW. That is absolutely amazing. This is going to be a game i expect to see on Walmart/CompUSA/Gamestop shelves.
#8
05/02/2006 (11:16 pm)
Great stuff! Top resources.
GG can we make all the above come standard with GG now?

:)
#9
05/02/2006 (11:45 pm)
@Stephen

Right now I don't have a system with an ATI card in it to try it out, but honestly I had the exact same problem with my first couple (of dozen) attempts to get the resource into 1.4 on a Nvidia 7300GS. I ran WinMerge back and forth so many times for nearly a week, I was about ready to give up. I might have my old system up with a ATI card in it soon, so I'll let you know if I have any luck -- or not! =P

BTW, do you have TLK? If you do, I was considering posting my .cc and .h files in the TLK private forums for these resources. The reason being some of the TLK code would be exposed, and so I'd only be able to offer it in those forums because you'd have to be a TLK owner. Let me know, and I'll try to confirm with John Kabus that that route would be acceptable.

- Alan
#10
05/03/2006 (12:28 am)
This looks really nice! What are your computer specs and what kind of performance are you getting?
#11
05/03/2006 (12:30 am)
Hey Alan, looking great as always! :)

No problem, in fact you can create a resource and then send me the link before it's approved. I'll make sure GG flags it as a TLK private resource and all should be good. We have a number of TLK resources available (like the awesome DRL/Bloom resource!) and it seems to work out really well.
#12
05/03/2006 (12:53 am)
@Blake: I've got the same set of resources going (though my DRL has been optimized a fair amount now), and on a Mac G4 1.42 Ghz with a Radeon 9600, I pull about 10FPS using the standard starter.fps with everything going. With some of the more advanced DRL features turned off, it gets up around 14 FPS. If water isn't in view, the numbers are 15FPS to 25FPS. If the camera is in an interior, 30 FPS to 50 FPS.

@Stephen: I should be getting out a GLSL version of the interior bumpmap resource within the week. It works just fine on ATi cards (and doesn't kill the lightmaps, yay!)
#13
05/03/2006 (1:10 am)
@Alan, really looking great,

"if I can stay away from coding and start building some real content."

don't feel bad, ever so often you have to spend time on the pretty graphics to make you feel better about the game in this crazy kooky world, now get back to the game play content and you will feel 10 times as good :)

More than the resources though it shows how great your art/ artists are.


@Alex: are those fps running under a debug build or release? seems pretty slow for the setup you have.
#14
05/03/2006 (2:49 am)
INSANE!... i was looking for that water resource (i saw it a while back... when it wasnt released) and i searched like a MadMan but ijust couldnt find it.... But now... heeh Now i have the cool stuff of the universe!
im going to add these recources to my "Labratoria" game (experimental game) :)

BTW.. LOVE the images! looks very much like the CryEngine.. now we just need SSS in game (sub surface scattering) hehehe :)

Regards
Bardur
#15
05/03/2006 (3:47 am)
Incredible! you guys are giving TSE a run for its money. Keep up the great work!
#16
05/03/2006 (4:22 am)
Fantastic progress. Like others I saw the screenies and thought it was tse.
#17
05/03/2006 (5:42 am)
This is looking super sharp, guys. :)
#18
05/03/2006 (5:53 am)
@Alan James

Yes I do own TLK, that would be great if you can post the source files or make a new resource.
#19
05/03/2006 (6:57 am)
Amazing work, Alan. Did you manage to fix the purple problem with the bump mapping resource?
#20
05/03/2006 (7:21 am)
Oh man. Very, very nice and professional looking. My eyes are in eyes candy heaven!

I remember when you started Alan. You are a serious inspiration!
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