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Author Topic: Reality Engine  (Read 12857 times)
Consta
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« on: April 29, 2005, 09:32:03 AM »

Dear all,

Take a look at this engine. Impressive. If this topic was already discussed please dismiss it


General Features
Object-Oriented Design, Plug-in Architecture, Save/Load System, Other:
• Standardized high-quality OO C++ with heavy inline documentation. Full Game Implementation source included.
 
Scripting
• Full integration with .NET scripting languages, allowing programmers and artists to write fully debuggable, IDE-integrated code in your favourite language, from C#, C++/CLI, to VB.NET without the need for a compiler
• Cross-platform support through Mono Compiler
• Python support, as an alternative or addition to .NET support, ensuring maximum choice and compatibility
• Core engine is fully standardized object-oriented C++ with an extremely high level of inline documentation
• Full compatibility with Xbox, Xbox2, and modular rendering and OS components allow for support of other consoles such as PS3
 
Built-in Editors
• No compile times. Click "Play" to instantly switch between edit mode and in-game action!
• Visual placement and editing of gameplay objects such as players, NPC's, inventory items, AI path nodes, and light sources -- with a full realtime view of their appearance, including 100% dynamic shadowing. Includes a data-driven property editing framework, allowing level designers to easily customize any game object, and programmers to expose new customizable properties to designers via script.
• Fully-featured GUI Designer that allows you to assemble menus visually (including Tab-pages) exactly as they appear in-game.
 
Physics
Basic Physics, Collision Detection, Rigid Body, Vehicle Physics:
• Use of NovodeX FX multi-scene management to take advantage of the upcoming Ageia PPU (Physics Processing Unit).
• Ragdoll character animation, allowing you to mix physics with animations for dynamic effects such as character damage.
• Integrated physics editing inside of Reality Builder, supporting creation of optimized collision primitives for models and skeletal animated meshes; constraint editing; and interactive physics simulation and tweaking in-editor.
• Fully integrated support for physics-based vehicles, including player control, AI, and networking.
• Volumetric "physics zones" allow differentiation of constants like inertial damping, for instance objects accelerate slower in water
 
Lighting
Per-vertex, Per-pixel, Volumetric, Lightmapping, Gloss maps, Anisotropic:
• Per-Pixel Lighting and shading with support for PS3.0, PS2.X, PS2.0 and PS1.1.
• Precomputed Radiance Transfer (aka "Realtime Radiosity") support, allowing for Real-Time Subsurface Scattering and Soft Shadowing.
• Unified dynamic world lighting and shadowing, including day/night cycles. Heavily optimized for maximum performance in huge, complex scenes.
 
Shadows
Shadow Mapping, Shadow Volume:
• Real-Time Subsurface Scattering and Soft Shadowing and using Spherical Harmonics and Precomputed Radiance Transfer
• Shadow & masked-light map projectors, and soft drop-shadows
 
Texturing
Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
• Total integration with popular commercial editors allows artists to create environments, view & configure shaders and lighting, and implement powerful Python-driven scripts directly from their native environment.
 
Shaders
Vertex, Pixel, High Level:
• Support for PS3.0, PS2.X, PS2.0 and PS1.1. Shading includes dynamic projection mapping, normal mapping, Phong specularity, per-pixel reflection mapping, refractions, virtual displacement (parallax) mapping, animated textures, mix/detail shaders, fabric, anisotropic scattering, water, and other configurable pixel & vertex shaders.
 
Scene
Management General, Occlusion Culling, LOD:
• Open-ended world structure places no limits on environmental design, with full artist-driven and procedural Level-Of-Detail support.
• Per-pixel Occlusion Culling. Occlusion is automatic, fast, and accurate to the pixel.
• Integration with popular 3D editors (Max, Maya) allows artists to create environments, view & configure shaders and lighting with realtime viewport feedback, and implement powerful Python-driven or C#-driven scripts.
• Reload Scripts on the fly to see your changes without having to restart the application
 
Animation
Keyframe Animation, Skeletal Animation, Animation Blending:
• Character Normal Mapping, Spherical Harmonics, Rag Doll Physics, skeleton-based multi-weighted.
• Seamless transitioning between physics & keyframe animation. Physics-based character bone influences also allow for procedural animation
 
Meshes
Mesh Loading, Skinning, Progressive:
• Character Normal Mapping & Spherical Harmonics, with skeleton-based, multi-weighted-bone vertex shader animation.
• Characters can contain any number of arbritrary pixel & vertex shaders on multiple materials
• Export tools for 3D Studio Max, Maya for bringing weighted meshes, skeletons, and animation sequences into the engine.
• Precomputed Radiance Transfer data & lightmaps automatically mapped to Level-Of-Detail meshes.
• Instance any mesh for efficient batch-rendering.
• Optionally Bake or Instance PRT to save memory.
 
Special Effects
Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Fog, Weather, Mirror:
• Image Post-Processing (stackable) including Depth of Field, Night Vision, Motion Blur, Light Blooms, Volumetric Lighting, and non-photorealistic rendering.
• Water system with procedural waves, per-vertex and per-pixel refraction and reflection of the surrounding World
• Arbritrary Render Target on-demand usage
• FX-system manager with automatic render-batching, optional z-sorting, & vertex & pixel shader-driven systems
 
Networking System Client-Server:
• Optimized Client/Server-Authoritative networking incorporating latency prediction & adaptive data degradation
• Includes Voice Communication.
• Platform-independent networking component to power Linux or MacOS dedicated servers.
• Networked game state allows multiple users to connect to a design server and make changes to the game world using the full power of Reality Builder.
• Allows truly simultaneous workflow - anyone can log in and spectate, design or play.
• Server doubles as a CVS - synchronizes all prefabs and game assets contained in the level upon connection.
• Replaces need for CMS tools such as AlienBrain
• Integrated voice chat
• Distributed lighting calculations - users can calculate PRT data on their own machines and update the server upon completion.
 
Sound & Video
2D Sound, 3D Sound, Streaming Sound:
• Environmental Audio with EAX and 5.1 Surround.
• Ogg Vorbis sound streams
• Videos can be used as any texture, in any shader
 
Rendering
Fixed-function, Render-to-Texture, Fonts, GUI:
• Built with DirectX 9.0 from ground-up to take full advantage of cutting edge technology developments, while fully scalable to DirectX7/8 generation hardware.
• High-Dynamic Range Rendering Using Floating-Point buffers, allowing for Tone Mapping, Exposure Adaption, and Blue Shift, for camera/eye perceptual rendering.
• Powerful fully "What You See Is What You Get" Scene Editor running on Reality.
• Includes material library, entity library, shader configuration, physics setup, entity setup, rendering setup, sky configuration, redundancy-filtered PRT lighting compiler, all with realtime visualization as lights and meshes are moved around the scene.
• Advanced mesh-instancing capability to cut down on scene memory and rendering overhead
 
source:
http://www.devmaster.net/engines/engine_details.php?id=26
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Neuro
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« Reply #1 on: April 29, 2005, 11:47:39 AM »

yah it looks really good....I just been approved for an evaluation copy of it so I'm gonna check it out when i get it.
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dolmsted
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« Reply #2 on: April 29, 2005, 01:26:54 PM »

But what are they really doing with .NET? How can the .NET languages be used without a compiler to transform them into the intermediate language first?

It almost sounds like they are using the .NET languages as scripts for their engine instead of having separate class libraries for .NET (like 3DTV). If so they are not really encompasing the  cross-application power and ease of use of .NET.
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Consta
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« Reply #3 on: April 29, 2005, 02:47:54 PM »

This image gives an idea about programming. Also I recommend to see the videos in the media section (amazing)

http://www.artificialstudios.com/images/rbstudio.jpg
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Waterman
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« Reply #4 on: April 29, 2005, 03:43:17 PM »

Quote from: "dolmsted"
But what are they really doing with .NET? How can the .NET languages be used without a compiler to transform them into the intermediate language first?

It almost sounds like they are using the .NET languages as scripts for their engine instead of having separate class libraries for .NET (like 3DTV). If so they are not really encompasing the  cross-application power and ease of use of .NET.

.NET can be used without a compiler (a "compiler" such as the mainstream languages' compilers). There are a number of .NET partners and language vendors that do it that way. For example the one i use, APL.

I can type in my language's main session window (looks a bit like Notepad) in a newly started, clean workspace:

#Using = 'System' [i press enter here, it "executes" this row as if it was a piece of app code]
A = System.Math.SquareRoot 2 [enter]

After that, A contains the value 1.414213etc. (the above is pseudo, for this example only).

.NET is just a huge collection of subroutines. :-)
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jfberge
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« Reply #5 on: May 09, 2005, 01:15:54 PM »

I'm looking hard at this one as well, mainly owing to the ability to access the Novodex engine, and the upcoming PhysX chip by extension. It's .NET accessible, so it meets my language requirements (C#). It has more features than I'll probably need, and good documentation.
My only concerns are
-availability. Their web site doesn't give any indication about timelines for commercial release. TV6.5 has had a somewhat hazy timeline as well, but I feel more confident that it will be "street legal" in the near future (next few months).
-price. the only mention of price I've been able to find is "5 figures." If that's true, it would be pretty hard to convince by bosses (or myself) that it's justifiable at the moment.

Really, if TV supported Novodex, or I could find some way to access Novodex through .NET, I wouldn't be looking at it so seriously. I can't imagine that there isn't someone at Aegis working on a .NET interface for this SDK, but at the moment they don't seem to have one.
A few other pluses for the Reality Engine:
-Generous networking support. This includes voice support
-XNA integration. If you're into that sort of thing.
-Nice level editors

I'm supposed to get a copy of the evaluation kit soon, so i'll post back with more info as I kick the tires. I have a feeling that it's going to be too rich for my blood, however, and I do feel strong sense of devotion to TV, which has made me look good these last several months.
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It works on my machine
darqSHADOW
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« Reply #6 on: May 09, 2005, 01:26:24 PM »

I have already requested an evaluation PPU card, so that we can integrate PPU processing directly into the engine.  =)  On top of that, we're closely following XNA, as we are a Microsoft Development Partner, and once its ready -- we will be making the conversion.

DS
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The fast and simple way of 3D development.
jfberge
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« Reply #7 on: May 09, 2005, 04:17:04 PM »

Quote from: "darqSHADOW"
I have already requested an evaluation PPU card, so that we can integrate PPU processing directly into the engine.  =)  On top of that, we're closely following XNA, as we are a Microsoft Development Partner, and once its ready -- we will be making the conversion.


Sweet! You guys rule. That solves my concern.
PPU accessibility probably isn't a big deal to those developing distributed software. No one's likely to have it. Our project is delivered as a preinstalled workstation, so we control the hardware, and a PPU will really take the heat off the other threads in our simulation.
It's all falling into place...  muahahaaha!
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It works on my machine
JeffWeber
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« Reply #8 on: May 12, 2005, 05:59:20 PM »

Looks like the reality engine is no more!  It was bought by Epic (Unreal Engine) Games!  Looks like they bought it in order to acquire the lead developer.

I hope they stay away from Sylvain!!!!

Quote
The company does not intend to continue sales, development, or support of the Reality Engine, but will review its technologies for inclusion into Unreal Engine 3. Developers who had purchased Reality Engine licenses prior to this sale will be offered upgrades to Unreal Engine 3 at significantly discounted prices and should contact Epic for more details.


http://www.gamasutra.com/php-bin/news_index.php?story=5487
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Consta
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« Reply #9 on: May 12, 2005, 06:10:53 PM »

Topic close!!!
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potato
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« Reply #10 on: May 13, 2005, 01:24:57 AM »

Sad Sad One less choice for the indie developer.

Looks like one HAS to sell his soul to a publisher for the $$$ to license a AAA-level game engine.
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Alexion Skylark
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« Reply #11 on: May 13, 2005, 08:47:51 AM »

do you know someone who buys souls? Tongue
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TheTroll
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« Reply #12 on: May 13, 2005, 01:17:12 PM »

I used to by souls but I got out of the buisness, there is a really thin markup for souls, makes it really hard to make a living.

theTroll
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Zenophran
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« Reply #13 on: May 14, 2005, 12:10:20 AM »

Well according to this Epic has just bought the whole thing out.
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bluefire2
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« Reply #14 on: May 20, 2005, 01:12:09 PM »

That is true, you can now buy the engine for $2,500 with 3% royalties. You have less than 3 weeks to do so tho. Keep in mind there will be bug updates but not any feature updates. You are buying the engine as is feature wise. Anyone who has a license with Artificial Studios now is said to get a big discount when buying Epic's game engine Unreal 3. Enjoy.
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PaulMuaddib
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« Reply #15 on: June 26, 2005, 01:29:06 PM »

From what I understand, the Reality engine, is based on top of Genesis3D engine.
and despite impressive feature list, is based on outdated rendering technology.


Quote
Yes, this engine comes with three different level editors. Why three? Well you will need all three to edit a level because every one crashes at a certain point. Then you use another one. One of them will always work, so using all three you'll get your level edited.

Apart from that, Reality factory is nothing else but the good old Genesis3D engine. DirectX7 technology of the 1990s and no effects whatsoever, but it gets its work done for very basic games. And is free, so no reason to complain.


see this link

http://www.devmaster.net/engines/engine_details.php?id=96
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SylvainTV
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« Reply #16 on: June 26, 2005, 01:34:26 PM »

Hmm actually no. Reality engine and Reality factory are two different things.
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Regards

Sylvain Dupont
TrueVision3D Developer
sylvain@truevision3d.com

TV3D IRC at http://chat.truevision3d.com or on server irc.truevision3d.com #Truevision3D. Come talk with us !
PaulMuaddib
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« Reply #17 on: June 26, 2005, 03:15:54 PM »

Ack....

I got the two engines confused..

Yes...RealityEngine, is in fact quite impressive. How easy is it to get the demo sdk of this???

Is it easy for individuals to get (as opposed to companies).?
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billythekid
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« Reply #18 on: June 26, 2005, 03:49:24 PM »

Well no one can get it now if you read a few posts earlier. But Unreal will definitely be implementing some of the features into their engine that the Reality Engine had. Good luck buying the Unreal Engine.  Tongue
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tweakbox
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« Reply #19 on: June 26, 2005, 04:26:55 PM »

I looked into the reality engine, and the license was like $75,000.  I'll take TV over that any day of the week, and I did Wink
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