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9/29/2011 11:34 AM
 
mavonic
No Ranking

www.mavonic.de
Joined: 9/26/2011
Posts: 26
Re: Graphics Library 

Okay Thanks.

The 30Days Test-Time of DigitalRune is expired for me :(

Can i download the Graphics-Part for free, when i buy the Engine now?

 
New Post
9/29/2011 12:17 PM
 
MartinG
7th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 446
Re: Graphics Library 
mavonic wrote:

The 30Days Test-Time of DigitalRune is expired for me :(

If you trial time has expired and you need more time to test our libs, you can send us an email and you will receive a key that extends the trial time. (We do not want to force users to buy a license if they feel they didn't have enough time to evaluate it.)

mavonic wrote:

Can i download the Graphics-Part for free, when i buy the Engine now?

Yes, a DigitalRune Engine license includes the currently available libs and the upcoming DigitalRune Graphics and DigitalRune Particles.
(This is also mentioned with more details on the DigitalRune Engine page (bottom).)

 
New Post
1/20/2012 11:02 PM
 
Nelxon
No Ranking

www.nelxon.com
Joined: 12/3/2010
Posts: 29
Re: Graphics Library  Modified By Nelxon  on 1/21/2012 12:03:40 AM

12/30/2010 <<< That's when I first asked about the graphics library. LOL

I'm not asking WHEN it will be released, because that always seem to Jinx the release date....

So I'm only asking...
(if it's okay to share the information with us)  
...how much progress has been made, and what features can we look forward to?

The reason for this question is I'm trying to avoid working on features that you have already created (or planned) in the graphics Library. Also I am wondering will the post processors  provide access to the different buffer/passes (Depth , Normal, Diffuse, etc) so we can create our own Post Processing effects as well?

I am so ready to see any progress - we all would love another teaser video (hint, hint)

Release dates are hard to predict, I am a full-time software developer (6+ years)
 R & D + Bugs Fixes + Optimization + Feature creep != Deadline

Will be writing a post on my blog after the graphics library release, which will send even more traffic from my site. :)
 I appreciate your team's hard work and I am a satisfied customer. Thanks.


Nelxon! ::.. Artist, Animator, Programmer, Game Developer..::
 
New Post
1/23/2012 9:03 AM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Graphics Library 

Thanks for your patience ;-). I hope everyone working in the software industry understands why projects get delayed or postponed. Especially in a small team we sometimes have to commit to third-party-projects for financial reasons and that takes away time and key personnel from our own projects.

About the current state of DigitalRune Graphics:
We try to make it extensible, so that users can write custom pipelines, new shaders and post processing effects. Users should get access to the same engine values and buffers as the predefined effects.

Things that are currently working:
Scene-graph like structure with perspective/orthographic cameras, lights (ambient, directional, point, spot, projector), models, etc.
Frustum and light culling
An extensible shader binding system that uses standard annotations and semantics to automatically bind shader parameters to predefined or custom engine values.
Predefined shaders and effects:
lighting, normal mapping, parallax occlusion mapping, environment mapping
Shadows (with regular PCF Filtering, jittered sampling, ESM, VSM, CSM/PSSM, omni-directional/cubemap shadows)
State sorting for materials
Post-processing framework using:
blurs (box, Gaussian, Kawase, radial blur), motion blur (camera-based, object velocity-based), depth-of-field, god rays, grain, SSAO, sharpening, and more.
HDR with bloom and adaptive tone mapping
Windows Interop:
Controls to display graphics in Windows Forms and WPF (for game editors)
Other stuff:
Skyboxes, atmospheric scattering, lens flares, procedural noise, debug renderer (for primitives, text, shapes, …), shader editor, ...

Things that are still in progress (in arbitrary order):
volumetric lights, offscreen particles and soft particles, occlusion culling, decals, mesh instancing, rain/snow, terrain/water, ...
(Some of these might not be in the first version.)

Some more background info and thoughts:
Last year, DigitalRune Graphics was postponed for an unfortunately long time because our graphics specialist (MartinG) was kept busy by third party projects, and the other modules (GUI, Animation) were needed for side projects or customer requests.
On the other hand, since we finished the non-graphics modules first, this has lead to a clean and modular design of our game engine. In my opinion, many game engines are too graphics-centric because engines usually starts as a graphics engines and later new features are added onto the graphics core.
In the last year we have also learned a lot about API design which lead to a redesign of the graphics API. Now we know how things like particle systems, animations and GUI need to be integrated with the graphics engine.

Btw., let us know if there is any feature that you would expect from our graphics engine that we have not mentioned so far.

 
New Post
1/23/2012 3:38 PM
 
Nelxon
No Ranking

www.nelxon.com
Joined: 12/3/2010
Posts: 29
Re: Graphics Library  Modified By Nelxon  on 1/24/2012 4:52:57 PM
HelmutG wrote:

Btw., let us know if there is any feature that you would expect from our graphics engine that we have not mentioned so far.

 

After reading the list above, I now know why it has taken so long. Your team is ambitious - I do not mean than in a negative way. :-) 

 That is a lot more than I expected, and some. 

Feature requests:
  - ability to add baked light maps with normal and specular support (Not sure if your pipeline still supports XNA Dual Texture)
  - ability to add lights to specific objects 
  - ability to control which items cast shadows and which doesn't  
  - SSDO (Screen Space Directional Occlusion) here's a link.
  - Reflections (with deferred rendering)
  - Transparency (with deferred rendering)

love the approach your team is taking with the engine design.
looking forward to the graphics library. 


Nelxon! ::.. Artist, Animator, Programmer, Game Developer..::
 
New Post
1/24/2012 1:01 PM
 
Laurentius
No Ranking

Joined: 7/30/2011
Posts: 64
Re: Graphics Library 

Just a note:

I hope it will be possible to add objects to the scene that are not visible but cast shadows. (eg. diablo style game with disappearing wallparts)

But the description of the graphics engine features look too good to be true ... I currently use sunburn which is nice and fast but lacks some features you seam to implement into your engine like fast decal rendering!

And I really like how flexible you approach particles and (skeleton) animation and provide so many detailed samples!

I'm very happy with this kind of extendable engine. Keep up the good work.

 
New Post
1/25/2012 9:09 AM
 
HelmutG
6th Level Poster

www.digitalrune.com
Joined: 10/15/2006
Posts: 565
Re: Graphics Library 

All good suggestions. We will keep them in mind.

Regarding light maps: We will support light maps and all XNA stock effects (very important for the Windows Phone). But the first version will not support the creation of light maps.

 
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