CryENGINE 3 SDK, core of Crytek’s technology, is now available for free for non-commercial works:
Anyone can now download a full version of the best All-In-One Game Development Engine, for free and use it without charge for non-commercial game development. You can try out the fastest toolset for creating game worlds and use the power of CryENGINE 3 in your own games.
[caption id="attachment_1391" align="aligncenter" width="700" caption="CryENGINE 3 sandbox"][/caption]
More information and download (658MB) HERE.
1. Is the CryENGINE 3 SDK really free to use?
Yes. Anyone can now downlo ...
在GLIntercept 0.5了那么多年之后,1.0 Beta终于出了。GLIntercept在功能上类似gDEBugger,可以拦截OpenGL 1.0-2.1的函数调用,然后:
把所有的OpenGL函数调用保存到文本或者XML格式,用来记录每一帧。
在运行期显示和编辑shader。支持ARB VP/FP/GLSL和NV VP/FP。
改摄像机。自由浏览发给显卡的几何信息,打开/关闭线框模式/背面剔除/视锥。
保存和跟踪纹理。(支持绑在1D、2D、3D、NVRect和p-buffer上的纹理。)可以保存成TGA、PNG和JPG格式。
保存和跟踪shader/program。0.41开始支持ARB VP/FP/GLSL和NV VP/FP。
保存和跟踪display list。
在render call之前和之后保存OpenGL frame buffer (color/depth/stencil)。可以保存之前和 ...
刚才试了一下最新的dxprof 1.0.8,在KlayGE的例子程序上可以稳定执行了,不像以前一样会crash。
dxprof的网站是http://busyray.com/dxprof/index.html,介绍如下:
DxProf is realtime DirectX profiling tool for easy identification of performance bottlecks on the GPU. DirectX 9, DirectX 10, and DirectX 11 are supported.
Functionality
DXProf injects itself into applications that use DirectX for rendering. It analyzes each draw call in every frame and displays performance statistics for those draw calls, overlaying it over application frame buffer. It works with Direct X9, Direct X10, or Direct X ...
在以前的一个帖子里,我还期待NV SDK 11早日到来。结果1月份快过去了,11没到,NV却偷偷摸摸地发布了NV SDK 10.6。更新如下:
An improved version of Instanced Tessellation. This sample implements 3 major schemes for Approximating Catmull-Clark Subdivision Surfaces using instanced tessellation in both DX9 and DX10. In the sample, these three schemes are also compared in terms of their visual quality and performance.
Bug fix for StencilRoutedKBuffer: the previous version would create a DX 10.1 device, resulting in corruption errors. A modification to DXUTCore prevents the DX 10.1 device from bei ...
HPG2010上有一篇Parallel SAH k-D Tree Construction,论文和代码都公开了,分别在
http://denovo.cs.illinois.edu/Pubs/10-hpg-parkd.pdf
https://github.com/bchoi/ParKD
看结果还不错,32线程可以到8倍的速度提升。
Here is a quick summary of it’s features :
- Create countless different explosions. Each explosion is randomized and all important parameters can be changed
- Exports to PNG complete with an alpha channel. No more black backgrounds and additive blending for your explosions anymore. The result texture inlcudes a full alpha channel
- Different texture sizes (from 256×256 up to 4096×4096, depending on wether your graphics card can manage that)
- Different grid sizes for setting the number of animation frames on a texture (4×4, 8×8, 16×16)
- Use your own particle textures. Either use the in ...
刚找到一个好东西:http://www.ir-ltd.net/infinite-3d-head-scan-released/。可以下载一个3D扫描生成的人头数据,而且是Creative Commons Attribution 3.0 Unported License协议的,只要提到原出处就可以任意使用!
http://www.ir-ltd.net/uploads/Infinite_Scan_Ver0.1.rar (80 MB’s) Object file and textures.
http://www.ir-ltd.net/uploads/Infinite_Scan_Displacements_Ver0.1.rar (65 MB’s) Displacements Maps.
http://www.ir-ltd.net/uploads/Infinite_Ztl.rar (70 MB’s) Stripped down basic, 7 Subdivision Level ZBrush file.
再贴一些用它生成的渲染图:
在NVIDIA 3D VISION AUTOMATIC里,不但缺了很多公式,而且结尾提到了可以用来控制stereo的nvstereo.h。而nvstereo.h包含在NV SDK 11中。我原先的文章“在程序中使用NV 3D Vision”提到的方法虽然有效,但毕竟是个hack。也许只有等NV SDK 11发布了,才能得到完整的3D VISION AUTOMATIC文档,以及方便控制stereo的方法。期待它在2011年初发布!
前几天的帖子提到过gDebugger的新版本是免费的。现在,新版本5.8终于来了,只要注册就可以免费使用1年,也不是永久免费的。下载地址见:http://www.gremedy.com/free_license.php。
在KlayGE的Deferred Rendering例子中,我使用了Crytek增强的Sponza模型。相比原始模型,纹理和几何细节都增强了很多。当然,Crytek的模型也有一些问题,需要一些修改才能用上的。比如,Crytek提供的max格式不少同类型物体是合并在一起的,不利于场景管理器的裁剪。而obj格式虽然物体是分开的,但材质不对。所以我从obj格式开始导入,把材质全部调整成和max的版本一致,得到了相对完美的结果。Crytek的Sponza已经属于public domain,所以我也把我修改过的模型放出来:
sponza_max_klayge.7z
纹理没有经过修改,可以直接从Crytek下载到:
sponza_textures.rar