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Plan for Peter Khojasteh

Plan for Peter Khojasteh
Name:Peter Kojesta
Date Posted:Jul 31, 2004
Rating:5.0 out of 5
Public:YES
Comments:YES
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Blog post
Exileworks Continues work on Poacher. New shadow mapping technology implemented in torque. Screenshots and Videos inside showing the new effects and features.
Exileworks has been very busy over the last few weeks. The team has been working in full tilt towards our goal of creating a very enjoyable game through Poacher. It's almost customary for me to thank my team and I won't hesitate this time because these guys are really inspirational to work with. All of the long nights and "insane no sleep" 3 day work LAN's are starting to pay off.

This time around, our principle programmer Ryan Mcfall has implemented some new graphical wizardry into torque. Ryan developed a brand new method for the creation of real time shadow maps. This technology goes beyond what you've seen in Far Cry, and is a testament to Ryan's ingenuity. Along with Associate programmer Justin Boswell they've created some really spectacular effects. As it stands, the engine is hardly recognizable as torque. it was a massive undertaking to change so much of the underlying code, but Justin and Ryan have really shown they're above par. My thanks go out to them. The images below show the new shadow mapping Ryan has created as seen in the savannah environment created by our lead level designer, Nick Wojtowycz.

This new method has fully dynamic shadows that not only cast on the ground, but on any DTS objects such as an animal or a player's weapon. The image below shows how the shadows are accurate even with alpha mapped objects such as Speedtree generated trees.



This image shows how objects self shadow in real-time to create a spectacular effect. Not only do they cast realistic shadows on themselves, but also each other.



You'll notice that these shadows are indeed soft shadows as seen in the recent video from the unreal 3 engine. Ryan has developed a brand new method for creating this soft shadow effect that goes well beyond conventional anti-alaising. The performance is still rock solid at 40-45 fps. It should be noted that the implementation of these effects are not for the faint of heart, its some seriously advanced coding here. My hats off to Ryan for his amazing contribution. Also notice that we have a new HUD. This HUD is not your normal run of the mill HUD. Justin has created some very interesting code that will make the health meter flow down naturally. Justin and I worked together closely to make this effect come off naturally.





This last image shows more of the real time shading capability, but also shows off the normal mapping capability currently present. As you can see the bark on the trees is normal mapped to produce a very textured feel. This effect is very apparent as the game is in motion.



In the last few days, Justin tracked down and killed a memory leak that ships with TSE. Plans are underway to release this fix to the community. The problem is in a very obscure section of the code, but apparently its effects are far reaching.

Future plans include replacing the specular map system and implementation of more AI features. I've been working steadily on the artwork and feel that I am making headway. This headway is mostly possible through use of the new showtool. David Wyand's new showtool is a must have for any torque developer and I highly recommend it. Thanks go out to David for his help and wonderful programming.

Small note: yes, torque's alpha mapping is still funky. We've fixed this in our Poacher code and will eventually release it to the community.



Lastly, we have included these videos of Nick's spectacular Savannah environment with the new shadow techniques so you can see them in real-time! Each is a unique video and you will need the divx codec.


Video_1 (18 mb)

Video_2 (6 mb)

Recent Blog Posts
List:04/08/08 - New 3d models
03/21/08 - New Models / Exis Exchange 2.0 (cool Images)
10/04/06 - Exis Freedom vs. Microsoft Oppression
07/21/06 - More artwork you say? Content pack
06/12/06 - Poacher update & New creature content packs
06/02/06 - Undead Legion Characters - 3d Content Pack
05/29/06 - Content Pack & The Exis Exchange
04/06/06 - Exis Content Packs (Image Intensive)

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Tim Muenstermann   (Jul 31, 2004 at 00:22 GMT)
I'm trying to think of some technical jargon to use to compliment what you have done... and all I can come up with is WOW.

Great work guys! Keep it up!

X-Tatic   (Jul 31, 2004 at 00:29 GMT)
Impressive!

Rodney (OldRod) Burns   (Jul 31, 2004 at 00:37 GMT)
Very nice!!

Johnny Hill   (Jul 31, 2004 at 01:06 GMT)
@Peter

The screenshots look great but Iam only a bit confused. I know you implemented Speedtree in TGE. But this new shadow mapping is this implemented in standard TGE too or TSE. You seem to be working with them both. :)

John H.

Timothy Aste   (Jul 31, 2004 at 03:53 GMT)
Wow that shadow mapping stuff is pretty cool!

David Grace   (Jul 31, 2004 at 05:52 GMT)
Beautiful guys, simply beautiful.

However, I've pretty much lost the will to work on my own project. :/

Bryan Edds   (Jul 31, 2004 at 07:34 GMT)
That is magnificent! When I first saw the top of the first pic, I immediately thought it was a real photo... and only after I scrolled down and saw the GUI Component second later did I realize it was in Torque!

Absolutely extraordinary!

Keep on Torquin!
Edited on Jul 31, 2004 07:35 GMT

Sam Lewendon   (Jul 31, 2004 at 13:54 GMT)
Hey, is the movement of animals waypoint or requirement controlled? (Do you have a bunch of waypoints or do the animals need to find appropriate living conditions? Awesome game concept, and beautiful shadowing effects...

Justin Mette   (Jul 31, 2004 at 14:32 GMT)
Spectacular images! The shadows from foilage add a great deal of realism to the environment, moreso that I might have suspected. These shots deserve to be an "Image of the Day" (if they aren't submitted already).

Ryan McFall   (Jul 31, 2004 at 14:59 GMT)
@Johnny

The images and vids are from our build of TSE, which is really just TGE with a prettier, faster face. TGE actually does a fixed function form of shadowmapping - but more advanced shadowmapping capabilities like self shadowing, attenuation/scattering, no extra geometry, etc. require programmable pipeline functionality.

@Sam

Our AIs use both of the techniques you mentioned. Animals are generally free to roam to satisfy the goals of their state machine( which include eating, drinking, prowling, etc. ), while local authorities tend to use designer specified routes until their state machine directs them to do otherwise.

Alfredo Perez   (Aug 05, 2004 at 02:49 GMT)
Wow thats pretty cool i was like wow thats in torque.
Whats the game gonna be like though ?

Justin Boswell   (Aug 05, 2004 at 11:40 GMT)   Resource Rating: 5
@Alfredo:

I think you might find the answers you are looking for at the Poacher Website.

Chris "Tribal"   (Aug 24, 2004 at 03:30 GMT)
you guys are kickin' ass too.

Drew McElhany   (Dec 15, 2004 at 18:04 GMT)
Amazing. Simply amazing. The second screenshot I thought showcased the shadowing power of your game the most. The only thing that I think could use some improvement is the foliage system, especially for a game that is based on hunting. But other than that little quirk, you already have a customer! :)

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