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Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

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Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#11

Earlier quoted context omitted.

> In reality, there is a whole lot more to lighting then simply having lights and materials that behave naturally. For example? (genuinely curious)

Raytracing for one. Also, none of the graphics engines really capture the wave-nature of light - intereference/diffraction etc. Radiosity captures a bit of this but from an intensity/energy point of view.

Oh sorry, I missed the point :) Artistic lighting - now that's a different thing!

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#12
post #5

This stuff is really fascinating. Does anyone have any recommended reading or general advice as to how to learn more about game/graphical engine implementation? I mean, from the ground up. (I'm a CS undergrad and the closest we've gotten to learning about this has been the computational geometry chapter in CLRS, but that was a mildly esoteric introduction to everything that is possible in this field.)

I read Jason Gregory's "Game Engine Architecture" cover-to-cover and I'd highly recommend it for someone new to the industry who's interested in learning about game development. Gregory is a developer at Naughty Dog (Uncharted series).

http://www.amazon.com/Game-Engine-Architecture-Jason-Gregory...

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#13

Earlier quoted context omitted.

There is no script. It's all done in C++ with the project broken up cleverly into DLLs which can be reloaded at run-time without interruption. And I believe the lava flow is done with animated meshes.

I thought Kismet was pseudo-script (albeit with a GUI). Edit: http://www.unrealengine.com/features/kismet/

UE3 had Unreal Script which was a custom scripting language and that has been removed from UE4. Kismet is more data than script. There's no JIT-compilation.

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#14
post #5

This stuff is really fascinating. Does anyone have any recommended reading or general advice as to how to learn more about game/graphical engine implementation? I mean, from the ground up. (I'm a CS undergrad and the closest we've gotten to learning about this has been the computational geometry chapter in CLRS, but that was a mildly esoteric introduction to everything that is possible in this field.)

NeHe's OpenGL tutorials used to be a good (although now kind of outdated) starting point. Shaders didn't use to exist back then. But still a good start: http://nehe.gamedev.net/ A game engine is much more complex than a graphics engine. Maybe somebody can point to guides for creating physics/sound engines and AI/gameplay stuff as well?

When I started learning I spent a lot of time reading NeHe tutorials. But modern OpenGL feels so far removed from those tutorials that it feels like learning a completely different API.

The best tutorials I've found for modern OpenGL is "Learning Modern 3D Graphics Programming" by Jason McKesson. The only problem I have with these tutorials is that there aren't enough! http://www.arcsynthesis.org/gltut/

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#15
post #5

This stuff is really fascinating. Does anyone have any recommended reading or general advice as to how to learn more about game/graphical engine implementation? I mean, from the ground up. (I'm a CS undergrad and the closest we've gotten to learning about this has been the computational geometry chapter in CLRS, but that was a mildly esoteric introduction to everything that is possible in this field.)

NeHe's OpenGL tutorials used to be a good (although now kind of outdated) starting point. Shaders didn't use to exist back then. But still a good start: http://nehe.gamedev.net/ A game engine is much more complex than a graphics engine. Maybe somebody can point to guides for creating physics/sound engines and AI/gameplay stuff as well?

If you want to know all of the math and functions involved in pushing individual pixels to the screen and building something along the lines of a Quake 2-level engine in software, this book is a pretty good introduction to it all:

http://www.amazon.com/Tricks-Programming-Gurus-Advanced-Grap...

Note that this is the type of programming now implemented in hardware GPUs, and in libraries such as DirectX and OpenGL. If you were to write a modern game, you would do it on top of one of these hardware-accelerated libraries, and you wouldn't be writing this type of code in software anymore. But if you really want to learn how to do these things from the "ground up", this book can help you build that foundation

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#16

Here's the video of the developer walktrough: http://www.gametrailers.com/video/exclusive-development-unre... It's stunning that this runs on a single Nvidia GeForce 680GTX in an editor without any visible lag at all. I wonder why tesselation wasn't enabled though, it may have been because of performance issues.

I've been looking for a source on what hardware this demo ran on, where did you figure that out?

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#17

Here's the video of the developer walktrough: http://www.gametrailers.com/video/exclusive-development-unre... It's stunning that this runs on a single Nvidia GeForce 680GTX in an editor without any visible lag at all. I wonder why tesselation wasn't enabled though, it may have been because of performance issues.

Wow. When he popped out of full screen and revealed that he was in his editor - mind blown.

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#18
post #16

Here's the video of the developer walktrough: http://www.gametrailers.com/video/exclusive-development-unre... It's stunning that this runs on a single Nvidia GeForce 680GTX in an editor without any visible lag at all. I wonder why tesselation wasn't enabled though, it may have been because of performance issues.

I've been looking for a source on what hardware this demo ran on, where did you figure that out?

It's mentioned in the parent article:

> You're going to need the latest hardware to get access to all that graphical power, though. The demo we saw was running on a top-of-the-line NVIDIA GeForce GTX 680 graphics card, and we were told explicitly that the engine was currently being targeted for the next generation of console hardware rather than the Xbox 360 and PS3

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#19
post #5

This stuff is really fascinating. Does anyone have any recommended reading or general advice as to how to learn more about game/graphical engine implementation? I mean, from the ground up. (I'm a CS undergrad and the closest we've gotten to learning about this has been the computational geometry chapter in CLRS, but that was a mildly esoteric introduction to everything that is possible in this field.)

Take a course on Computer Graphics. Mine was a grad course (took it last semester) and I got a lot out of it.

Re: Gorgeous Unreal Engine 4 brings direct programming, indirect lighting

#20

Earlier quoted context omitted.

I thought Kismet was pseudo-script (albeit with a GUI). Edit: http://www.unrealengine.com/features/kismet/

UE3 had Unreal Script which was a custom scripting language and that has been removed from UE4. Kismet is more data than script. There's no JIT-compilation.

To be clear, Kismet is a flow-based visual scripting language where you connect boxes together. In UE3 Kismet boxes are scripted in UnrealScript. In UE4 they are written in C++ and automatically reloaded when the code is re-compiled.
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