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Hammer engine - showcase 09/2012

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14 comments, last by sepul 11 years, 9 months ago
Hammer engine is a lightweight 3d game engine, written in C language as my hobby project. with it's own editor and tools.
As soon as I clean the code and make some features more stable, it will be launched as LPGL'd open-source project. (although curious developers can e-mail me for early source code access).

Some of the features in the current build are :

  • Custom SIMD optimized for functions like culling, tiling, occlusion, etc.
  • DirectX11 renderer, capable of rendering for D3D10 and D3D10.1 hardware.
  • Deferred lighting (light prepass) optimized with tiles (deferred tiling) on CPU.
  • MSAA + FXAA anti-aliasing
  • Instanced rendering for all scene meshes.
  • Supports alpha and forward shading materials.
  • Normal maps, specular maps, ambient maps, emissive maps, reflection maps, ...
  • SSAO
  • Fully dynamic CSM (PSSM) outdoor shadows (killzone2 method)
  • Dynamic game entity component system with automatic serialization, scripting and editor integration
  • Physx 3.2 rigid body integration which contains it's own physics file format.
  • HDR lighting with filmic tonemapping
  • Current tools are: mesh-importer, shader-builder, texture-compression tool, remote console app and map-editor.
  • Scene management with unified grid spatial data structure
  • Common engine systems like file-system, shader-manager, resource-manager, thread-manager etc.
  • Animation for skinned and hierarchical meshes (blending not implemented yet)
  • 2D/3D debug drawing tools with unicode font support.
  • Basic OpenAL sound system with OGG and WAV file formats
  • Basic scripting support with AngelScript engine.

    For more information, check out my dev-blog: http://www.hmrengine.com/blog
    models are courtesy of dexsoft games (http://www.dexsoft-games.com/)

    Click here to view the iotd

dark-hammer engine - http://www.hmrengine.com

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Very very impressive! Does it have or do you plan to include simple networking support?
@GameCreator: thanks, no I don't have any plans to include networking yet, unless the source goes public and someone decides to do that

dark-hammer engine - http://www.hmrengine.com

Err, there's really no reason to be doing Light Pre-pass anymore unless you're targeting, I don't know, mobile devices with tiny amounts of bandwidth. But once your memory bandwidth is freed up there's no reason not to do deferred shading, your just bottleknecking yourself in geometry and limiting yourself in materials.
@Frenetic: there is no reason ?! light prepass may not be the best method for next-gen (dx11+ hardware), but still pretty good for current gen and low/mid-range hardware. especially if you want MSAA too.

About materials, actually you can put all kinds of properties and textures into materials without any fat g-buffers, as for BRDFs I may need couple of them like skin and isotropic which are all applicable for light-prepass.

I'm not making a commercial cutting edge, big epic style engine that can handle huge environments and effects. maybe in the future I implement CS deferred, but not now.

dark-hammer engine - http://www.hmrengine.com

Very impressive! :P
Nice job sepehr. Keep going

@ Frenetic Pony: Actually Light Pre-pass have no limitation for materials, unlike full deferred.

Wow. I applaud your efforts. Keep up the good work Sir. Nice!

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Hi segul,
I'm one of the curious developers who would like to have a look at the source code of your creation :). Mailed you last weekend but no response up till now. I'm imagining that you're very busy working on improving your creation.

Any chance that you want to share source code on short notice? Or a demo so we can see with our own eyes (and you get some performance feedback :)). It looks very impressive already and I think a lot of people could benefit from it. It stands out from the croud w.r.t. a lot of other renderers.

Thx!

Hi segul,
I'm one of the curious developers who would like to have a look at the source code of your creation smile.png. Mailed you last weekend but no response up till now. I'm imagining that you're very busy working on improving your creation.

Any chance that you want to share source code on short notice? Or a demo so we can see with our own eyes (and you get some performance feedback smile.png). It looks very impressive already and I think a lot of people could benefit from it. It stands out from the croud w.r.t. a lot of other renderers.

Thx!


+1 !

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