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Re: UnionBytes Engine
Posted: Sun Mar 23, 2014 4:35 pm
by Artus
Hey,
finally I managed it to implemented the point light shadow (not optimized or cleaned up^^) but was a hard peace of work. A screenshot follows at the end of this post.
So, the Unreal Engine 4 was released during the last days and I have to think about, to stay at UBE or continuous my work with Unreal Engine 4, then I can consecrate on the game itself. I will play the next few month a bit with it, and will decide then.
Of course before I will change (If I change) I will bring the UBE to a useable version.
We will see what the future will bring^^.
Screenshot (Click to enlarge):
Greetings from Germany
UnionBytes
http://www.unionbytes.de/ (German)
Arthur
Re: UnionBytes Engine
Posted: Thu Mar 27, 2014 10:59 pm
by gnasen
That looks really nice! Are the shadows only black/invisible or are that softshadows?
Re: UnionBytes Engine
Posted: Sat Mar 29, 2014 11:07 am
by dman
This really is some fantastic work! unfortunately I don't have a system that can run the demos,
I need coal to keep my system working! Although when the coal runs out hydro power takes over,
so not too bad.
Re: UnionBytes Engine
Posted: Sat Mar 29, 2014 12:28 pm
by Artus
Hi,
@gnasen: Yes soft shadows are possible. The shadows are not blended like in ogre, because I read often additive blending together with shadows here in the forum.
If you have a shadow in UBE only the indirect lightning (Ambient light) will be calculated for this light. The calculation for the direct light of the source will be just skipped.
@dman: Thank you
PS: Sorry for my late answer.
Greetings from Germany
UnionBytes
http://www.unionbytes.de/ (German)
Arthur
Re: UnionBytes Engine
Posted: Mon Apr 21, 2014 12:55 pm
by Artus
Hey folks,
a small update for you, first we are not dead! ^^
STARGATE is busy with his master and I’m with my study, too. But I increased the performance of the engine, especially with shadows!
So here a few screenshots of my GameProject (No Demo), each Light has complex Shadows und it runes with smooth 210 FPS on my GeForce GTX 460.
Soon I will post more, maybe a Video to see the realtime shadow.
ScreenShots (Click to enlarge):




PS: I borrowed the 3D sword model from the UNREAL ENGINE 4 DEMO "Cave Effects", i will modeling soon my own one.
Greetings from Germany
UnionBytes
http://www.unionbytes.de/ (German)
Arthur
Re: UnionBytes Engine
Posted: Tue Apr 29, 2014 6:59 pm
by Samuel
Nice pictures as always. Are those light shafts from the window dynamic or static?
Re: UnionBytes Engine
Posted: Tue Apr 29, 2014 10:38 pm
by Artus
Thanks Samuel,
unfortunately the light shafts are static, i planned to write an Post Processing shader, but i had no time. Next what i need is hardware skinning for animations.
But a PP-Shader is not so hard to write on a deferred renderer system.
Greetings from Germany
UnionBytes
http://www.unionbytes.de/ (German)
Arthur
Re: UnionBytes Engine
Posted: Thu May 01, 2014 12:48 pm
by Fred
That's quite impressive, good work !
Re: UnionBytes Engine
Posted: Fri May 02, 2014 11:56 pm
by Artus
@Fred: Thank you very much

I’m happy that you post in this topic. It’s a big honor for me.
When I started to program this Engine, I never thought it will be "so powerful" like this.
And, I’m really happy that STARGATE decided to join this project, otherwise it would be still a 2D engine
and I never decided to change to 3D.
OffTopic:
PureBasic is a great tool, it helps me a lot. And I love this language. ^^
Please keep working on PureBasic (and don't use all Energy for SpiderBasic)
Greetings from Germany
UnionBytes
http://www.unionbytes.de/ (German)
Arthur
Re: UnionBytes Engine
Posted: Sun May 04, 2014 12:53 am
by juankprada
@Artus: How did you managed to get OpenGL calls directly i.e without using any of the PB modules (OGRE or Sprites).
I am looking for a way to directly call OpenGL commands and be able to use shaders in my code.
Can you share how you managed to do that? That would be awesome.
Thanks
Re: UnionBytes Engine
Posted: Sun May 04, 2014 1:05 am
by IdeasVacuum
Re: UnionBytes Engine
Posted: Sun May 04, 2014 1:24 am
by juankprada
Of course I did, but I am really having trouble understanding them.
Re: UnionBytes Engine
Posted: Sun May 04, 2014 9:27 am
by Artus
Hi juankprada,
First I wrote a few converters to translate the newest OpenGL C++ Header-Files to PureBasic.
This Header-Files you need to access to the OpenGL commands from OpenGL32.dll and it contains the constants.
I wrote 3 converters: The OpenGL Functions and Constants, plus the Windows OpenGL Functions (wgl).
The constants I had to adjust a bit by hand, because a few are deleted between OpenGL 3 and 4 and they are not included on this C++ Header-Files anymore.
I guess I downloaded the Header-Files from here, but I am not sure anymore:
http://www.opengl.org/registry/#headers
(You need the core profile)
After this you can include the files in PureBasic and write OpenGL Programms\Games
Greetings from Germany
UnionBytes
http://www.unionbytes.de/ (German)
Arthur
Re: UnionBytes Engine
Posted: Sun May 04, 2014 9:30 am
by IdeasVacuum
Well, OpenGL is a bit of a beast - you are going to have to knuckle-down and try to understand the examples. Using OpenGL directly is actually greatly simplified by the framework and the wrapper, the UnionBytes engine most likely uses a similar approach - if you want to use their approach, use their engine. Luis posted an example using his framework, see if you can get that to work on your PC. Once it is working, try tweaking it.
Re: UnionBytes Engine
Posted: Wed May 21, 2014 5:50 pm
by AndyLy
Nice pictures, of course.
Can I make the sun's rays on Ogre PB, as in the picture?