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Author Topic: AMP II - 3D Game Engine  (Read 4022 times)
Stryker
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Posts: 56


« on: December 27, 2004, 05:20:47 PM »

Features:
-Real-time 3D corridor renderer. The Six degrees of freedom allows the user to create full 3D environments, like first and third person shooters, 3D architectural walkthroughs, virtually any 3D simulation.

-Per Pixel Lighting. The engine uses per pixel dynamic lighting, not preprocessed low resolution shade maps such as the Quake series engines or Unreal engine. This next generation lighting allows for bump mapping, specular lighting and stencil shadowing.

-Characters and the environments are now rendered and cast shadows the in the same pipeline, so characters, map objects and level geometry are all treated the same and are rendered in the most realistic methods possible using the latest hardware.

-Bump mapping. Bump maps will give the appearance of real depth in a surface, allowing for fine detail like fingernails, wrinkles, beard stubble, rivets, weapon details, carpet, anything you can imagine under a few inches in real world depth can be simulated correctly with a bump map. Bump mapping helps eliminate texture tiling also, and time can be saved because world textures no longer need fake shadows and lighting painted into them, just color is needed in texture maps now.

-Specular lighting. By using a texture, you can control exactly how shiny each pixel of a surface is. Chrome, and shiny metals have never before looked so realistic in any game engine.

-Stencil Shadowing. Realistic stencil shadowing allows shadows to cast off of characters and the world itself. These shadows cast onto other surfaces and wrap around up a wall, or onto mutliple surfaces, just like real shadows work. Other engines try to fake shadows with projection blobs on characters and by using shade maps which are a big waste of texture memory. Don't settle for anything less than real time stencil shadowing in your game.

-Projection Textures. By using a texture in conjunction with a light source, you can create very detailed soft shadow effects like mini blinds, or make custom shaped lights by filtering them through an image.

-Fog Flares. Nearly any shape of lense flares are now possible, so volumetric lights, spot lights, rectangular glows, etc can all be created for the ultimate lens flare effects.
Texturing. AMP II allows up to 2024x2024 32 bit textures. It supports TGA, PNG, BMP, and DMT file formats.

-Texture Memory Management System. The engine has texture compression and scalable texture depth to lower texture memory requirements.

-Shader System. Create "shader effects" which manipulates a texture for fantastic surface effects. Panning, scaling, glowing, pulsing, rotating, flickering, animated, and other effects are all possible. These are useful for panning text or static on a computer screen, light bulbs flickering on and off, pulsing glowing surfaces like lava, practically anything you can imagine. Used in conjuntion with lighting effects can produce stunning visuals.

-3D character renderer with skeletal animation system. Skeletal animation system allows for the most realistic animations possible. Use 3D Studio Max's standard animation system, Bones, Character Studio or motion capture to bring characters and animated objects to life. The engine also has a velocity setting to slow your characters' walk down to match his current speed, so you can tweak how fast a player moves without redoing run and walk animations. Also polygons can be assigned to multiple bones which gives a nice elastic appearance at the joints.

-Realistic light sourcing with shadows. Every light in AMP II is dynamic, meaning there are no pre-calcuated lights. This makes it possible to destroy lights, move lights, apply shaders to lights, etc, at no extra rendering expense. Per pixel lighting allows users to control the lighting of their surfaces at a per pixel level and also allows using smoothing groups and normal maps. This allows for soft round lit surfaces, or hard edges on corners, or anywhere in between just like smoothing groups work in 3D rendering packages such as 3D Studio Max. Colored lights are allowed as well.

-Particle system. An advanced particle system allows creation of sparks, smoke, dust, muzzleflashes, flamethrower effects, weapon effects, etc.

-Portal Rendering. Portal rendering allows for viewing of levels almost instantly versus older BSP engines which sometimes took hours or even days of preprocessing times. It is also much easier to work with and more efficient than BSP rendering engines. Simply make a 90 degree turn in a corridor, and it perfectly cuts off what isn't visable.

-OpenGL based rendering.
Includes Wire (tm) networking library which powered the ultra smooth net play for Gore –Ultimate Soldier. (tm)
Support for Nvidia GeForce 3 and higher.
Support for ATI Radeon 9600 and higher.
Per polygon Map object collision. AMP II can auto generate collision for simple convex models or build your own for more complicated meshes.

-Destroyable map objects. Destroy tables, chairs, supports, walls, any sort of model with or without collision.

-Per polygon collision effects. For example, you could build a truck carrying a load of wood. Shoot the truck in the windows and the glass could break, shoot it in the metal areas and get a ricochet sound and torn metal decal, shoot the wood in the back and see splinters fly and have chunks of wood flying everywhere.

-Menus and interface. Create your own menus and game HUD or interface using our simple to use .god files. No programming skills required.

-Destroyable lights. Link your lights to a destroyable map object and have destroyable lights. Or use or scripting engine to control your lights however you wish.

-Artificial intelligence. Built in AI with full source code using AMP's scripting system gives working examples of artificial intelligence that can patrol, play scripted events, attack, take cover and more.

-Doors. Amp now has working swinging doors with collision detection.
Support for Max 5.1 and Character studio 4. Also version 4 and 5 are supported for map objects but not characters.

-Tracked effects for map entities. This makes it so bullet hole decals would move on moving parts like doors as the doors open and close.

Editing:
-Level Editor for creating world geometry. Comes with standard primitive brush tools, a powerful draw mode where you simply draw your rooms out, and a lofter for creating pipes, trim, any lofted shape you desire. Draw mode can be used to place waypoints, light sources, or any entity types.

-Not limited to convex brushes, concave brushes are allowed.

-Powerful CSG construction - move doorways, windows, rooms after they've been placed.

-Hierarchial model / animation editing.

-3D Studio Max 5 plugin. Create models, map objects, animations, bump maps, normal maps, even complex brushes can be imported into the editor using this plugin. One click and your model is in the engine ready to go.

-ASE model Importer. Open or Import .ASE files for those who want to use packages other than 3D Studio Max to create models.

-Text editor. Built in text editor allows you to edit your scripts from within the level editing packages for quick code changes.
debug log window for easy debugging of problems.

-Map object support. Streamline and speed your production by creating lots of pre-built map objects.

-Display Filters. Use display filters to only display what you want to see. Any type of brush or entity can be hidden or even disabled so it doesn't show up in the editor or the game. Hide that pesky attic so you can work on the main floor without visual obstructions. Disable an old portion of your map to try a new portion out.

-Real time preview in the editor. Now you can see the game level fully lit in the editor without loading the game.

-Real time light editing. Add, delete, move, or modify lights in real time and instantly see the changes in scene preview mode using the editor. Get the perfect lighting in your maps instantly without wasting hours and hours recompiling your level to get just the right lighting.

LICENSING:
-Personal license $200. Limited to use on one computer system by one person. Games made with this license can be distributed through our upcoming shareware plan, released for free on the internet, submitted to publishers, used for non profit purposes. They cannot be sold, marketed or published without a professional license unless you opt to use our upcoming shareware plan. Comes with forum access for support.

-Professional license $2000.00 . Limited to use on one computer system by one person. Customer can sell, market or distribute or publish their game. Comes with forum access and 30 days of email support.

-Professional unlimited seat license $25,000.00. If you have a large team and don't want to worry about how many copies of AMP II you can use or install, then this is the package for you. The package comes with forum and email support, plus tool source code!

-Professional source $40,000.00. Full engine and tool source code allows serious developers to modify anything they wish, rendering code, networking, tools, etc.
Email support $500.00 per year. Will answer emailed questions within 1-2 working business days.

-Tool Source code. $5,000.00 Customize the editor and tools to fit your own needs.
All licensing options come with the full featured tool kit, demo art and level resources, examples, tutorials, private user forum access, full documentation and more! Everything you need (besides art programs) to create professional quality games is included! Other game engines of this quality can cost up to $1,000,000.00 to license and a royalty fee must be paid as well. :!:
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potato
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Posts: 799


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« Reply #1 on: December 27, 2004, 06:34:12 PM »

Seems fairly limited given the price... That or TV3D is just that cheap  Cheesy

TV 6.5 has almost all of those features, and then some, I don't see this competing with TV too much. From the looks of it though, it does have existing map formats, entities, movers, etc already done for you, which might be a plus, though from experience that would save you a couple weeks of work, not much more.
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nitro
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Posts: 159


« Reply #2 on: December 28, 2004, 09:19:00 AM »

AMP is hard to program !
not easy ,and a great lack in  good documentation and tutorials.
no terrain , and it doesn't have terrain support.
i tried the demo and i wasn't convinced with my radeon 9800 Pro XT !
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nitro
Community Member
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Posts: 159


« Reply #3 on: December 28, 2004, 09:20:05 AM »

i forgot it doesn't have a physic engine.
but it have some great points  like the map editor.
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Stryker
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Posts: 56


« Reply #4 on: December 28, 2004, 05:00:48 PM »

Quote from: "nitro"
AMP is hard to program !
not easy ,and a great lack in  good documentation and tutorials.
Quote

did you look at the scripts???
Code:
@Weapon "Pistol"//name of the weapon the player needs in is allowable weapons setting
{
   filename="models/weapons/pistol/pistol.chr"
   lighting_level=3
   track_to_joint="Bip01 R Gunjoint"
   track_joint="handle"
   holster_sound="holster"
   unholster_sound="unholster"
   cast_shadows=1
   @Mode "Primary"
   {
      weapon_reload_sound="pistol_reload"
      ammo_count=0
      weapon_type="instant"
      fire_period=0.1
      weapon_ammo_index=0
      weapon_ray_length=4096
      weapon_ray_spread=0.003
      weapon_ray_damage=40
      weapon_auto_fire=0
      weapon_fire_sound="pistol_fire"
      weapon_fire_empty_sound="pistol_blank"
      muzzle_effect="Riot_MuzzleFlash"
      collision_effect="Pistol_Puff"
      add_discharge_effect="SpentPistolEffect,slide"
      damage_type="bullet"
   }

   // Weapon as pickup settings
   give_weapon="Pistol"
   give_ammo_type=0
   give_ammo_count=10
   sound_pickup="weaponpickup"
}

@Weapon "aiPistol"
{
   inherit("Pistol")
   @Mode "Primary"
   {
      fire_period=.5
 //weapon_ray_damage=5
      weapon_auto_fire=1
      ammo_per_shot=0
   }
}

now coding the ai and sh** yeah its complex... but its not ment for newbis
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