A presentation given at the 2012 IGDA Pittsburgh Halloween game studio crawl. This outlines some of the things we are currently doing at Sword and Spirit software.
3. First person 3D adventure game for PC
Custom 3D engine
Looking for Artists/Animator help
4. Sassafras Engine Features
Lighting pre-pass renderer
3DS Max integration
Nvidia PhysX
OpenAL 3D positional audio
Streaming audio
High performance animation engine
Sass Script featuring live script editing at run time.
Live editing for lighting, particles, and materials.
Live texture updates.
Multithreaded engine with SIMD optimizations.
5. Sassafras Rendering Features
HDR pipeline with bloom and auto exposure
Physically correct Cook/Torrence BRDF
Surface and volume light occlusion mapping
Deferred refraction, particle refraction
Deferred reflection
Eye space ambient occlusion
Bokeh depth of field
Volumetric particles
Particle lighting
Directable particle engine.
Albedo, normal, gloss, specular, reflection, refraction, and self
illumination maps supported.
Scalable performance, fallback paths and quality controls.
Point, spot, shadow map spot, dual shadow map spot, light
occlusion mapped, directional, orthographic shadow mapped
directional ambient and area lights.
And more...
6. Fireplace with volumetric flame and
smoke. Refraction particle heat
shimmer and particle lighting.
Light fixture model with normal
map, reflection map, self illuminated
light bulb with bloom.
Glass is reflective and refractive
7. Physics correct specular highlights on a
normal mapped wood flood. The buffers
show the normals and surface light
occlusion maps. Notice the particle
lighting fire highlights.
Poisson sampled Eye space
ambient occlusion with normal
displacement.
8. Bokeh depth of field for
selective focus with both
auto focus mode and script
driven focus depth.
F 1.0
F 5.6
Thin lens camera interface
allows you to set aperture,
focal length and focus depth.
Bokeh circle of confusion
kernel using Poisson disc
sampling.
9. Cell phone ringing with script
controlled self illumination
map. All maps have
contribution controls that can
be animated.
Chest of drawers with
deferred reflection mirror.
The chest uses a light
occlusion map while the
drawers, which animate, get
their shadows from a
volumetric light occlusion
solution.
10. Thanks
Questions??
Come see the demo
and ask away!
Keith Leonard
keithl@swordandspiritsoftware.com
Rob Seres
robs@swordandspiritsoftware.com
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