- Видео 72
- Просмотров 99 938
MrEscen
Добавлен 7 май 2010
Posting some OpenGl C++ projects... for fun and entertainment.
OpenGL terrain, added quadruped mech for transportation
Added quadruped mech for transportation.
This is my own OpenGl engine, features so far:
-scene manager
-post-processing manager (SSAO, FXAA, Blur, ect.)
-lua scripting
-bullet physics (with constrains control)
-multi-texturing
-terrain painting.
-engine and editor are two separated executables
-debugging mode
-own mesh import with physics constrains.
-particle system
-particle editor
-material editor
-components to objects
-Animation Editor (in progress)
-PBR material
-Volumetric clouds
-Tessellation terrain with displacement maps
-Cascaded shadow mapping
-Vegetation Instance Layers
This is my own OpenGl engine, features so far:
-scene manager
-post-processing manager (SSAO, FXAA, Blur, ect.)
-lua scripting
-bullet physics (with constrains control)
-multi-texturing
-terrain painting.
-engine and editor are two separated executables
-debugging mode
-own mesh import with physics constrains.
-particle system
-particle editor
-material editor
-components to objects
-Animation Editor (in progress)
-PBR material
-Volumetric clouds
-Tessellation terrain with displacement maps
-Cascaded shadow mapping
-Vegetation Instance Layers
Просмотров: 561
Видео
OpenGl snowy terrain rendering
Просмотров 1,1 тыс.Месяц назад
OpenGl terrain.. just some random recordings. This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle editor -mate...
Bob's daily walk in the woods...OpenGl
Просмотров 3844 месяца назад
Bob's daily walk in the woods...OpenGl This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle editor -material ed...
OpenGl GLSL cracked ice shader, parallax effect.
Просмотров 5534 месяца назад
Added Ice shader material using parallax effect. This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle editor -m...
OpenGl terrein rendering
Просмотров 2844 месяца назад
OpenGl terrein rendering This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle editor -material editor -componen...
OpenGl terrain rendering , random forest walk... very addicting :)
Просмотров 7796 месяцев назад
Just random walk around... very addicted already. Still room for optimization, but this is what I have so far. This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import...
Boosted my OpenGl Engine
Просмотров 5116 месяцев назад
Boosted my OpenGl engine lately... ongoing progress. This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle edito...
Fish boids algorithm, Lua script
Просмотров 2648 месяцев назад
Always wanted to try a boids algorithm somewhere This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle editor -m...
lua script fish controller C++ & OpenGl
Просмотров 3718 месяцев назад
lua script fish controller C & OpenGl This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle editor -material edi...
OpenGl Postprocessing SDF (Signed Distance Functions) insects
Просмотров 50310 месяцев назад
OpenGl Postprocessing SDF (Signed Distance Functions) insects Based on Butterfly Flock www.shadertoy.com/view/llfXW8 This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh ...
3D Postprocessing snow shader, OpenGl , C++
Просмотров 802Год назад
3D Postprocessing snow shader, OpenGl , C github.com/mrEscen/mrEscenShaders/tree/main This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains....
OpenGl terrain rendering... Bob's running field
Просмотров 1,3 тыс.Год назад
OpenGl terrain rendering... Bob's running field This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle editor -ma...
OpenGl terrain rendering, C++
Просмотров 2,6 тыс.Год назад
OpenGl terrain rendering... This is my own OpenGl engine, features so far: -scene manager -post-processing manager (SSAO, FXAA, Blur, ect.) -lua scripting -bullet physics (with constrains control) -multi-texturing -terrain painting. -engine and editor are two separated executables -debugging mode -own mesh import with physics constrains. -particle system -particle editor -material editor -compo...
3dPrinter gcode viewer
Просмотров 501Год назад
3dPrinter gcode viewer... made with Qt3Dwindow, some glsl shaders, python and a keyboard
very low poly Tank Battle...Python, pyglet and openGl... TankBattle
Просмотров 343Год назад
Practicing 3D stuff with Python, wanted to try simple pathfinding... then this happened... not really planned. Some algorithm that got involved: - Steering behavior gamedevelopment.tutsplus.com/series/understanding-steering-behaviors gamedev-12732 - Pathfinding A* (A star) - Quadtree implementation - Raycasting on gun/bounding boxes - Quaternions and translations for flying airplanes (not perfe...
Creature setup... don't look in his eyes
Просмотров 3352 года назад
Creature setup... don't look in his eyes
OpenGl vegetation instance layers and displacement maps
Просмотров 4062 года назад
OpenGl vegetation instance layers and displacement maps
OpenGl instancing layers for drawing simple vegetation
Просмотров 2833 года назад
OpenGl instancing layers for drawing simple vegetation
Added cascaded shadow mapping and improved screen space ambient occlusion
Просмотров 4543 года назад
Added cascaded shadow mapping and improved screen space ambient occlusion
Tessellation terrain rendering and Volumetric clouds
Просмотров 4775 лет назад
Tessellation terrain rendering and Volumetric clouds
Test area, tree generator and physics constrains
Просмотров 4795 лет назад
Test area, tree generator and physics constrains
Got him angry, couldn't attach his bow to his left hand..
Просмотров 5665 лет назад
Got him angry, couldn't attach his bow to his left hand..
Hey, I want to learn these things. I want to learn like techniques behind these amazing rendering. Please to share resources. You could have learn these things from somewhere right?. Please to share those please. Iam have a intermediate knowledge of c++ and opengl.
Basic source where I started learnopengl.com/Introduction that's also including assimp animation. For postprocessing and to get some inspiration : www.shadertoy.com/ and forums like gamedev.net/forums/ and forums.tigsource.com/index.php
@@MrEscen Thanks
Looking dope man ❤🔥
This looks truly impressive and inspiring! Would love to see a video where you share more about the general game concept, your future plans for the project, and perhaps some details about the engine itself. Why did you decide to create your own engine? What’s the story behind that decision? Wishing you the best of luck - your project looks amazing!
Thanks...It's the journey that counts for me, at the same time I want to create general useful features for my engine. It's a slow progress in spare time. Why my own engine? That's work related, understanding how 3D graphics works helps me a lot, even if it's not my part of profession.. But stay tuned I have many ideas to work out.
look great!
Awesome ! This is really a challenge!
thanks...where is the fun if it was easy😏
🎉
🎊🎄
Is editor based on Qt?
Hello... yes Qt based editor. Editor and engine are separated executables with an udp socket for communication, so the engine can run 'standalone'.
did you try to compile angle?
No never tried ANGLE
nice.
Thanks
it so cute
yow what are you using for making renders?
ow damn it was openGL itselft HAHAHA ngl this looks cool
First of all great work its looks amazing I'm new to game development and know how to use OpenGL can you give Any Tips to create custom engine like you have .
Thanks... It's not my profession but certainly fun to do. For any tips, take some time to look into different way of rendering. I'm using deferred rendering combined with many postprocesses, but it has its disadvantages. I think it's worth looking into your pipeline before starting. Depends of course if you want to make a game only or a render engine. Edit: another tip: learn advanced shaders, if you master compute shaders great things happens.
Recently, while watching your videos, I was deeply impressed by the program you've created. I am very interested in learning how to implement such a program and would like to study it in depth. I was wondering if you would be willing to share the source code of this program? I am more than willing to pay a certain fee for it.
Sorry to disappoint you but my code is not the best example out there. It needs a real cleanup and that will take a long time. Over the years I made too many test cases. It's like a sandbox with spaghetti. I think on github their better and smaller engines to learn from. Maybe you can put the fee in an online course.
I need this so bad
Prusa has a nice G-code viewer. 100 times better. This was just a test to tryout Qt3Dwindow (never going to use it again... so successful test :)) and to test a line shader. In Prusa on 'plater tab / 3d view' just click on the bottom slider and a textwindow will popup.
Nice
Very impressive work man. Can you explain how you made that scene? Where did the terrain map itself come from, did you sculpt it manually or is it generated, and are the trees and foliage manually placed or procedual?
The terrain is just a heightmap. I do have a node based terrain generator in this editor (never showed) but in this case I'm using a real part of France heightmap :). The trees and foliage are procedurally generated. Each rock, treetype or foliage has it's own instance layer with different level of details (LOD's). For each layer, placing is done with a compute shader. A fixed grid buffer is sent to the compute shader where I can move, ignore or add grid positions...for example with the same heightmap I can calculate terrain slope and move rocks along that slope. This grid buffer is send back to the the instance shader and draws a layer mesh on every new position... Nice thing is when I load another heightmap everything is different... takes me hours to just walk around and see what happened. That is the fun part I guess... and was my goal.
@@MrEscen super cool! I love your procedurally generated vegetation! I hope i will be able to do something similar someday. Keep up the amazing work!
@@3DProgramming Well you're getting close achieving that. I'm still having some popping issues and build way to many postprocesses that slowly screw up my colors... but it can be solved, just need some time... doing great yourself!
@@MrEscen thank you! It is a great compliment when it comes from someone as you. I still have a lot of work in my engine, my engine still lacks a lot of basic and more advanced features, and I admire especially your amazing LOD system, I suppose there is a lot of work behind it. Have a great day and keep up your amazing stuff!
Looks goregous man, great work
nice
too underrated man
How to download that programm?
😊ziet er goed uit!!!!
Great work, things are looking amazing. I'm curious if you're using QtWidgets for your tooling UI? I've worked on my own engine for quite some time, I've been building my tooling with QtQuick (QML), but it does tie in a little too close to my renderer, as QtQuick is GPU rendered, which can be mildly annoying. I did work on QtWidgets variant in the past, rendering to a texture and then placing the texture inside a widgets UI. Curious on your approach.
Yes I'm using QtWidgets for my GUI but did it a bit different. Wanted to have my engine and editor separated. In that case I could run the engine without any Qt dependencies. The editor and engine are two separate executables. The editor catch the engine SDL window handle (HWND). Communication is done with a UDP socket. Configurations and project files are stored with lua scripting. Done that years ago, works without problems.
@@MrEscen Very interesting, I've thought about separating things that way as well, but never really went forward with it. I keep my engine/tooling completely separate as well and expose some extensible platform code. My tooling extends using Qt functionality and games would just handle things with SDL directly. In fact, I don't even require SDL in the engine, I could build it with just Vulkan/OpenGL libs.
@@NickEnchev Included SDL at that time because it has easy access to game controllers and joysticks.
@@MrEscen Yeah no doubt, SDL is great.
Is the source code available?
My man, very nice!
Jij hoeft de deur niet uit voor een boswandeling, zat die rader er al in?🌷
@@Xandor70 Heb je die frisse buitenlucht wel eens geroken.. Bah. Radar zit er al langer in.. het is een postprocess, hij stond nooit eerder aan. Grappig om objecten met radar proberen te vinden.
Please, source code github link :)
Looks great! Love how dense the foliage is and the ground details of the rocks. :) Keep up the great work!
what game engine are you using? How did you setup opengl?
This is my own opengl-engine, using Qt for interface.
@@MrEscen sorry I ment text editor😅
@@CDev12 for text editor I'm using Notepad++, mostly for editing shaders and lua scripts. But if you talking about an IDE.. Visual Studio and CodeBlocks.
Custom made engine? Looks good...
Damn, looks nice, i think you should add a post processing effect tinting the screen a blue-ish color when underwater.
you're right...more blue-ish, that's easily done, it's already running in a post process, thanks.
cool, I see a fish simulation.
Oh thanks, I was aiming for a space simulator.
Really great work!!!
Amazing work!
Thanks.. You're doing great yourself!
@@MrEscen thank you! I'm glad that you think so :)
I love this. Did you make the engine on your own? (Also, I did spot the insects!) Have you thought about making a game in it?
Yes this is my own engine. I'm trying to make a full game editor out if it... Recently I implemented an event system for animations. Maybe I show it some day... But just like those SDF insects it's a new render method to learn. It's a post process with endless possibilities. Just used to fake some falling leaves. Check it out on www.shadertoy.com/view/M3sXWB But many other subjects to learn. Just for the fun of it.
@@MrEscen This is beautiful. I'm amazed by what you made. I'm still stuck with 2D in OpenGL. Still haven't made the transition to 3D, but I do want to. Implementing lights and all that, skeleton animations, etc. Must be super, super complex I assume?
@@luigiistratescu2756 One reason I started my own engine is that I didn't want to lose all my previous work. Every new idea or techniek I put in my engine. Some will stay, some don't. Skeletal animation done that years ago.. (still have to finish animation blending). Physics is still there, path finding, ect. Before that I was working on many separate projects, that was time consuming. Now I already have a class available and implementing goes easier. There is of course some planning ahead before I start coding. There are some good code examples out there for animation learnopengl.com/Guest-Articles/2020/Skeletal-Animation . Maybe you should also take a look at deferred rendering very nice for lighting but also useful for many post processing effects because you're able to store world-position per pixel.
@@MrEscen Impressive! I am building my own, I got some UI working with ImGUI, I got Phong Lighting working, all I'm trying to do now is wrap my head around Assimp. But I just get super frustrated. Everytime I load a model it's buggy, it's distorted. Honestly, building my own engine has been the hardest endeavour of my life. When I look at what you've build, I'm just impressed.. I have a very simple thing in mind. I'm a Blender user, I know how to model, I used to make animations, etc. All I want is an engine in which I can upload models (that I make and animate) and start building my game. I want to make a game similar to Trine 2, but better. The assets, I have them, and I continue making them. But it's this stupid technicality... loading models.... so hard! :(
@@luigiistratescu2756 Well it will depends on what you really want to achieve. It's a well known dilemma. If your only goal is making a game it's better to use a game engine. Shadows are enabled just by a simple checkbox. Making a game engine is not easy. It took me several attempts to get the right shadow system working for my engine with a lot of errors. My goal is to understand how render engines work. It's the journey that counts. I'm an engineer and it helps me a lot understanding the industries I'm working in. Of course you can do it all, modeling, game engines and creating your own. Consider the goal where to put the time.
This looks awesome, im not quite familiar with this but how did you make the UI? did you use a library or make it from scratch?
Editor and engine are two separated executables. Editor catch the 'window handle' (HWND) using Qt for UI.
You are literaly awesome and underated. Got A Sub. by the way I wanna ask a question related to opengl. I just start learning and on my way to make a model loader can you guide me further to look on to topics or please recommend me some playlist or learning resources except the open gl book cuz i am learning from there and some other youtube tutorials. what to do after learning opengl book. please guide me and is there is any way to contact you to ask for learning help. please share you discord ID. pls and thanks for motivating me if you got this comment.❤
Hi nice job. Did you put it on github?
Sorry no... This was a test with Qt3Dwindow, had a lot weird window issues on different displays and even crashes when camera moving to many times. Very hard to find or no info on using advanced interface shading and had to get back to direct using OpenGl ( and it's not possible to draw over the graphicviewer)... not a good base to continue :( ....So it was a successful test
P r o m o s m
Gorgeous. Nice work
Thank you! Cheers!
Ja nu wil ik ook in de sneeuw lopen, en het wordt nog meer het sneeuwt nog. zelfs een spoor in het sneeuw. top filmpje.
Als je heel snel bent loop je nu naar buiten.... kan je nog even in de sneeuw lopen :)
looks awesome, I'm curious to know how you compile your game from the editor. Do you simply just strip the editor code using pre processor statements when compiling the game?
Editor and engine are two separated executables. Editor catch the 'window handle' (HWND) and starts/stops the engine. Communication is done with an UDP socket. Engine compiling is done in a regular IDE. Made this setup years ago and it works without problems. Projects and configurations are stored in simple text files and/or using Lua scripts.
@@MrEscen sounds very interesting and not how I expected this to be done, thanks for the explanation!
Some really good stuff that could heelp a lot of people, add a bit of talking / tutorial version of each video, even if its not instructive and you'll get more interactions, if you want that.
Well I'm learning myself. Wouldn't listen to my own instructions.... But how I handle the technical part and workflow of the terrain is something Interesting. Maybe that's something I would like to share and worth a tutorial. Don't pin me on it.
@@MrEscen I'm very impressed. Some of my life goals are being achieved on this channel, to make an engine and a game as a long term hobby. What are your sources for learning. I used thin matrix, victor gordon and learnopengl. So far I have bullet physics, terrain, reflections and lighting, and workingn on framebuffers now (Water) any goto places for water help?
@@AlbertRyanstein One of my goals was to have a walkable terrain. So no difference there. ThinMatrix has a good tutorial on water, but sometime I search on github to get some examples to learn. I do contribute on github but mosly on other topics. Another resource is Shadertoy, good for calculations and inspiration. It's all done in screen-space good for postprocesses. I suggest looking into deferred rendering. It comes with some drawbacks but you can render in multiple framebuffers that can be used all over your engine (object-picking, processID's, pixel worldpositions, postprocessing, ect). Very handy is to understand matrices /quaternions translation and rotations. The use cases of quadtrees also really helped me out. We are on the same journey if you have any more question just let my know. learnopengl.com/Advanced-Lighting/Deferred-Shading www.shadertoy.com/
blijft leuk om er naar te kijken, leuk eind lijk wel of het mannetje moe is. ik zou zo een stukje met hem me willen lopen, wat ik ook heb gedaan.
Bob kwam maar met 1 skeleton animatie, en dat was hardlopen... dus hij heeft geen keuze
@@MrEscen hardlopend zie je wel meer in kortere tijd. Bob houd het tempo erin.
Just starting to learn openGL myself. This is the kind of thing I want to be able to do. Amazing work, looks great
Well it is an interesting journey... but don't use a crappy pc like I did for years, finally replaced that thing 😊
This is so cool ! How you rendered shadows ? I am struggling too much with them.
Cascade shadow mapping / deferred rendering. Adapted version but probably based on learnopengl.com/Guest-Articles/2021/CSM
@@MrEscen thanks 😊
Dat ziet er goed uit, mooie effecten. Ik snap dat je daar uren in kan dwalen 😊
This looks very cool!! You probably should change the fog color to mach the skybox, it looks kinda weird, but apart from this This looks great!
Thanks, I will do that, fog needs some more work, looks weird indeed. I was focused on performance..
Thats awesome! "UE5 ... nah ill make my own 🥱"
He die dino ken ik. .
can I see how you did the sun light ray effect - some code snippets maybe ? - I nheed this for my game..
Hello @lasttrump6015... Well most admit, after 11 years I don't remember how it was done. I was using Irrlicht in that period. Nowadays I would do it with deferred rendering and some glsl post processing.