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[School Project] Rendering Engine

Posted: Sun Mar 13, 2011 4:17 pm
by Boogy
My very first serious post here :)

For a school assignment we have to make a 3D rendering engine with either DirectX or OpenGL.
I decided to go with DirectX :)

The minimal requirements for the final assignment are:
  • Display a 3D model with animation
  • Basic particle effects
  • Basic terrain with a single texture
This is what I have at the moment:
Image

A textured rotating cube :mrgreen:

The next thing on my todo list is model loading.
I keep you updated in this thread when I have something new to show ;)

TODO:
  • Load MD5 file and display model
  • Animation
  • Terrain
  • Particles

Re: [School Project] Rendering Engine

Posted: Sun Mar 13, 2011 4:22 pm
by GroundUpEngine
That's what I call a fun assignment! Nice start :)

Re: [School Project] Rendering Engine

Posted: Sun Mar 13, 2011 4:37 pm
by Boogy
GroundUpEngine wrote:That's what I call a fun assignment! Nice start :)
Last block we had to make a software rasterizer which was pretty fun.
I managed to render 95k of polys on 20 fps on my laptop, Intel Core2Duo T6500 @ 2.1 GHz

Re: [School Project] Rendering Engine

Posted: Sun Mar 13, 2011 4:39 pm
by thejahooli
Out of interest, how long do you have to complete this assignment.

Re: [School Project] Rendering Engine

Posted: Sun Mar 13, 2011 4:45 pm
by Boogy
thejahooli wrote:Out of interest, how long do you have to complete this assignment.
One block, which is 7 weeks of lectures and 1 week to study for your exams so in total you have 8 weeks to complete the assignment

Re: [School Project] Rendering Engine

Posted: Sun Mar 13, 2011 6:11 pm
by Ginto8
Particle effects shouldn't be too much of a hassle, and rendering terrain from a heightmap shouldn't provide too much difficulty either, so good luck with this, I'd bet it'll look really cool when it's done! :mrgreen:

Re: [School Project] Rendering Engine

Posted: Sun Mar 13, 2011 8:42 pm
by ParticleGames
Looks good so far, show us the finished product when you're done!

Re: [School Project] Rendering Engine

Posted: Sun Mar 20, 2011 5:49 am
by Boogy
I want you guys to meet bob:

Image

Bob is a MD5 model that currently resides in my rendering engine :) 8-)

Re: [School Project] Rendering Engine

Posted: Sun Mar 20, 2011 1:54 pm
by GroundUpEngine
MD5 sexy! ;)

Re: [School Project] Rendering Engine

Posted: Mon Mar 21, 2011 5:08 pm
by dandymcgee
Hi Bob! Bob, you should really change your name to something a bit more.. original.

Re: [School Project] Rendering Engine

Posted: Mon Mar 21, 2011 9:29 pm
by eatcomics
dandymcgee wrote:Hi Bob! Bob, you should really change your name to something a bit more.. original.
GIMLEY!

Re: [School Project] Rendering Engine

Posted: Thu Mar 31, 2011 4:26 pm
by Boogy
I finished my terrain loading today.
It takes an 8 bit raw heightmap and converts it to a terrain :)
I also had a bug which turned it into some sort of minecraft-like terrain :P

EDIT: If you want to see for your self you can download the application here. Use the left mouse button to rotate the camera and move with w,s,a,d. Shift to move twice as fast.

Multi textured bugged 'terrain' :P
Image

Multi textured normal
Image

Single textured ''bugged'
Image

Single textured normal
Image

More images

BTW I am almost done with my particles. I have a firework particle effect and I can generate snow and rain :)

Re: [School Project] Rendering Engine

Posted: Fri Apr 01, 2011 10:09 pm
by pritam
Thats pretty sweet, can we see a wireframe closeup on the terrain?

Re: [School Project] Rendering Engine

Posted: Sat Apr 02, 2011 7:40 am
by Boogy
pritam wrote:Thats pretty sweet, can we see a wireframe closeup on the terrain?
Sure :)
Image

Re: [School Project] Rendering Engine

Posted: Sun Apr 03, 2011 11:10 am
by pritam
That was quick :)

I was just asking 'couse the terrain looked blocky, but now that I think about it the triangle placement shouldn't matter that much, however I think it would look smoother if the height of each vertex were calculated as bilinear (which I'm guessing it's not and that the height map's dimensions are smaller than the terrain's).

This might help wiki.

It seems easy to implement but I can't speak from specific experience here.

Triangle placement in a pattern like this:

Code: Select all

|\|/|
|/|\|
Would make it more well rounded, but probably doesn't have the same impact as the bilinear thing.