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1st July 2015, 07:04 PM
#6
Hello guys,
here the new status update for the Supraleiter project.
Supraleiter has in its current state 219745 lines of code, including our own-developed libraries, e.g. 3D graphics engine, 3D physics engine, audio engine, and so on. Supraleiter is almost free from third-party-libraries, except of SDL 2.0, which we use it as a system API abstraction layer.
And since the last status update, Supraleiter got new features which are:
- Physically based shading pipeline
- Purely HDR rendering pipeline
- Realtime global illumination, so no precalculated light maps etc.
- Real Time volumetric scattering
- Real Time sky rendering (so a real time dynamic day & night cycle is possible now)
- Mostly physically correct depth of field
- Plausible motion blur
- New rewritten physics engine called Kraft ( https://github.com/BeRo1985/kraft/ ), now with working continous collision detection and response, which is the preferable method for fast games to avoid tunneling (missed collisions when objects are too fast), where the base discrete physics rate can however be comparatively still low at 120 Hz.
- The AI is now neural network based, that means the AI is able to learn, but this learn-feature is currently disabled due to some performance issues during the”neural network training” while a game is running, it will be re-enabled as soon as we find a solution for this performance problem. Possibly i can fix it by training the neural network after the game has finished and not while the game is running. In any case the AI will learn, how good it will become depends on your own driving skills. But in a nutshell, the AI is not hardcoded, but for debugging comparison purposes i added an additional hardcoded AI. Here is an additional detail information for interested people: We’re using feed-forward neural networks, so one of the simplest neural network types.
- Support for gamepad controllers
- Multithreaded code design (job-based)
- and other things that I have forgotten to mention here.
And now some videos 
http://www.youtube.com/watch?v=SWanRYNNTUA
http://www.youtube.com/watch?v=1YN-MJ_2HKM
And at the Revision 2015 demo party was a talk about the Supraleiter rendering technologies:
http://www.youtube.com/watch?v=HnePmLm-UWE and the slides as PDF http://rootserver.rosseaux.net/demos...chnologies.pdf
Supraleiter has a side-project called Rewipeout, where we can tweak the Supraleiter physics against the original WipeOut 1 and 2097/XL tracks. Rewipeout has a complete own codebase except the shared physics code from Supraleiter. And Rewipeout will be opensourced later, when Supraleiter is released.
The physics of Rewipeout and Supraleiter are, or better, will be a mixture of primarily the WipeOut Pulse physics and secondary of the two WipeOut PSX titles. You might ask yourself why WipEout Pulse primarily. The reason is simple, the WipeOut Pulse physics were very good described by a WipeOut developer in a game developer magazine from November 2005, so it is comparatively easy, to reimplement these physics as a start base for our own physics behaviour style.
And here finally is also a video to Rewipeout:
http://youtu.be/zdduMpnMRqc
So far so good, I hope you like this status update to the Supraleiter project. :-)
Regards from Germany,
Benjamin ‘BeRo’ Rosseaux
Last edited by BeRo; 1st July 2015 at 08:04 PM.
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