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Ambiera Forum > CopperCube > Feature requests and bug reports
I hate to ask for it, but...
Author Text

j9907
Registered User
Quote
2018-02-12 09:02:43

I was messing with a $20 game engine called S2Engine HD earlier and I was blown away at the graphical capabilities it has! This got me to think: could the graphics be improved for CC? My "dream game engine" so to speak would be yours, along with S2's graphics. haha that's a long-shot and would probably mean having to refactor CC in it's entirety to allow it, but I'd love to see this. Here's an image so you can see what I mean:



Level in CopperCube


Level in S2Engine HD


niko
Moderator
Quote
2018-02-13 07:47:53

On the shot, I only see a different filter, and shadows. You can enable shadows as well in CopperCube, did you try that?


j9907
Registered User
Quote
Yesterday

Sure did! I tried to make the same level in CC look nice and I couldn't get balanced / decent shadows at all :(


noname00
Guest
Quote
Yesterday

The Engine you messed was a PBR Engine, and surely CC needs time for that. PBR is another style of renderer which focuses on photorealism.
Unity supports that.

Also, the lightning was done with the help of HDRi
CC Doesn't has any HDR support


j9907
Registered User
Quote
Yesterday

Thanks for letting me know that. I totally understand that it'd take a magnitude of effort to replace the current renderer with something more flashy / realistic.

I look forward to any renderer updates in the future (even if it's 3 years from now). I totally see potential with CC;

S2Engine is way too confusing for me to even use for anything

Godot probably has the worst interface I have ever used and it's asset management system is downright horrible!

CopperCube is the only engine I have used which I've stuck with. I have messed with 3D Rad (a very old and limited no-coding 3D game engine) before, and that was somewhat acceptable for small projects involving either physics or cars, but anything complex, such as a platformer is where it chokes.


danny
Guest
Quote
Yesterday

Great results and 100% free with Three.js (WebGL):
http://necromanthus.com/Test/html5/testA_disco.html


erik
Registered User
Quote
Yesterday

Hm, doesn't work for me


eminem100
Guest
Quote
Today

hello,NIKO if he really wants that PBR then he can copy rendering section from Godot Engine, Godot is licensed in MIT, and there are many engines which have copied the renderer from Godot.

Just go here - github.com/godotengine/godot

and go to main/main.cpp for the masterfile.
If you want to get rendering section, then directly move to rastriser.cpp

But, the problem is that - Those PBR is only for OpenGL3/OpenGL3.3 machines, and most mobile devices and PC of CC Users don't support that.

Unity has faced this problem, so they created their own version of OpenGL3 emulation, so most of the low devices are also use that to some extent,

If NIKO wants OpenGL 2 PBR support then he must wait for Godot 3.1, as far I've seen the issues and I'm a bit tired with a lot of minor bugs, and I only do Cherrypicks.

If NIKO wants the underdevelopement version of OpenGL2 PBR Renderer, then he can go to the Karroffel's fork to Godot at www.github.com/karroffel/godot (but that's under process, and is not working), he can also contribute with some PR, on that fork.

There are othere Engines like UE4 and Urho 3D which provide PBR, but UE4 is only for AAA Quality and is super demanding for the GPU and other Processing Devices.

I don't think, that Urho's PBR Renderer can be copied, because, I don't think that their License allows them to.

Only option left is using a Vulcan, If you are sure then you might be knowing better that it's too super demanding and doesn't supports any old devices.

So, I'd recommend you to help in Godot Contribution (Optional) and get a better PBR renderer.

I'd also like to clarify that Godot has most advanced and complicated working rendering system than Unity.

You don't have much Options here, making a renderer of your own when a opensource version is available is not a good choice I think,

(three.js also supports PBR, but it doesn't has much shader options)


noname00
Guest
Quote
Today

Also, Godot has it's own shader language
those are visual shader (as in blender)

and other one is manual shader which is almost a subset of C and very similar to GLSL2/3.

just an example

uniform color rgb.rgba;
uniform texure texmap;

COLOR.rgb = color.rgba * cubemap.rgb;

that's it easy nah?


eminem100
Guest
Quote
Today

wrote:
Thanks for letting me know that. I totally understand that it'd take a magnitude of effort to replace the current renderer with something more flashy / realistic.

I look forward to any renderer updates in the future (even if it's 3 years from now). I totally see potential with CC;

S2Engine is way too confusing for me to even use for anything

Godot probably has the worst interface I have ever used and it's asset management system is downright horrible!

CopperCube is the only engine I have used which I've stuck with. I have messed with 3D Rad (a very old and limited no-coding 3D game engine) before, and that was somewhat acceptable for small projects involving either physics or cars, but anything complex, such as a platformer is where it chokes.


I understand that, we are working on a good UI/UX, try Godot3, it's easy (but your problems are not yet planned to be fixed, i.e. good interface)


j9907
Registered User
Quote
Today

I've tried Godot 3 already. I couldn't find my way around the interface whatsoever.. It'd be nice to see you make skins of sorts for the UI so it can be laid out like any of the popular engines (maybe even get a CopperCube UI skin? :)

Obviously don't make it 100% like the originals, but close enough for those who want an easy and smooth transition.


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