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Author Topic: TV3D VS BF!2Engine  (Read 11676 times)
Frost
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« on: April 01, 2005, 05:50:16 AM »

Update: Since theres been no updates on the site concerning the engine im guessing its either dead or vaporware..

Website: www.bf2engine.com

Features:

General Features Object-Oriented Design, Plug-in Architecture, Save/Load System:  
 Scripting LUA language (will be changed to Angel script)  
 Built-in Editors • Built on top of BF!2Engine
• Editor is only a GUI layer for engine
• Truly WYSIWYG system
• Plug in-based architecture
• Editing based on DCSG operations and polygonal meshes imported from external tools (3D Max, Light Wave or even TGA files as height maps)
• All geometry operations managed by BF!2Engine
• Game data contents stored in packages
• Built in light's profiling system: SV coverage visualization, Lights fill-rate coverage visualization, BF!2Studio assistance for fast detection of potentially dangerous places, Intuitive detection of burden lights, Statistics  
• Powerful and easy to extend properties system
• Built in script editor: Syntax coloring, Full integration with properties system - fast and not difficult scripting  
• Visibility manager
• Additional tools (BF!2Studio plug-ins):
• Backup repository system
• GUI DRT Editor
• Particles object editor
• Fonts generator
• Normal maps generator
• Textures importer for fast texture packages creation
• Textures renderer (Normal maps from hi-polygonal geometry renderer, Height maps (offset bump mapping) from hi-polygonal geometry renderer, Diffuse maps from hi-polygonal geometry renderer)
• Studio environment serialization: Serialization per level, Restored when level is loaded
• Improved GUI layer
• Advanced, visual materials editor (alpha state)
 
 Physics Collision Detection, Rigid Body, Vehicle Physics: • NovodeX engine support  
• Integration with HSR systems - physics optimization
• Rag-doll system
 
 Lighting Per-pixel, Volumetric, Gloss maps, Anisotropic, BRDF: • Dynamic per pixel lighting
• Point lights, projected lights, attenuation zones etc.
• Quality controlled by level designer - performance optimization
• Models system is fully integrated with lighting system
• High speed built in Light Programmable Units (LPU) system
• Several types of HDR lighting modes
• GLOW system
• HAZE system
 
 Shadows Shadow Mapping, Shadow Volume: • Stenciled shadows
• Soft shadow maps
• Precomputed shadow masks
• SHPRT processor (experimental - alpha state)
 
 Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Volumetric, Projected, Procedural:  
 Shaders Vertex, Pixel, High Level: • Pixel shaders from version 1.1 to 2.0 (with support for 3.0)
• Vertex shaders from version 1.1 to 2.0 (with support for 3.0)
• Visual material system based on SM2.0 shader model. (Auto-generated shaders)
 
 Scene Management Portals, Octrees, Occlusion Culling, LOD:  
 Animation Keyframe Animation, Skeletal Animation, Animation Blending:  
 Meshes Mesh Loading, Skinning:  
 Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Depth of Field, Motion Blur, Sky, Water, Fire, Explosion, Decals, Fog, Weather, Mirror:  
 Terrain Rendering, Splatting:  
 Networking System Client-Server:  
 Sound & Video 2D Sound, 3D Sound, Streaming Sound: • Vorbis codec support
• Dynamic music behavior  
• EAX 2.0 support
• 3D sound based on OpenAL
 
 Artificial Intelligence Pathfinding:  
 Rendering Fixed-function, Deferred Shading, Render-to-Texture, Fonts, GUI:
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JeffWeber
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« Reply #1 on: April 01, 2005, 08:06:25 AM »

I don't know anything about that engine other than I didn't see any links on there download page and nothing about price.

Is this engine priced in the same market as tv3d??  Or is this some multi-thousand dollar engine?  Where is the licensing info?

Plus I'm guessing this is a C++ only engine... which rules it out for me.!
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""Space is deep, Man is small and Time is his relentless enemy" --Orson Scott Card
newborn
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« Reply #2 on: April 01, 2005, 08:59:48 AM »

the tools that come with are quite impressive...
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Frost
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« Reply #3 on: April 01, 2005, 10:05:37 AM »

yes the tools are really impressive..
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tweakbox
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« Reply #4 on: April 01, 2005, 10:43:51 AM »

Here people go basing engine worth on screenshots again.  Give me the same graphics, and I'll make you a scene that look just like that in about a half hour using TV
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I want to make a puzzle with like 40,000 pieces, and when it's done, it says "Go Outside"
potato
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« Reply #5 on: April 01, 2005, 11:40:57 AM »

tweak: Personally I'm very impressed by the toolset. I particularly like that they're apparently doing a graphical-interface for shader programming. I like that VERY VERY much. It'd be nice for artists to be able to do at least SOME shader development, instead of haing to bounce between themselves and the coders.

As a game engine, if the tools are as great as they look in those screens, they've got both Torque and TV beat. Of course, TV's not shooting for the game engine market, so yeah. Nonetheless, if the licensing is reasonable this might be something to watch out for in the future. Good, expansive toolsets are time consuming to make and perfect, and a well-thought-out editor is very valuable.
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AriusMyst
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« Reply #6 on: April 01, 2005, 11:48:57 AM »

My problem with engine toolsets still remains. I don't beleive they can be made generic enough for everyone. Who knows, maybe they have hit the nail on the head. But I doubt it. The simpler the editor the better( like modelview65, its much more than just a model viewer, it has nice features that i use ALL the time ), but as for a level editor or whatever - i'd much rather write my own. I don't find them tedius things to write, they are fun, an its the best way to learn the engine as you cover many features during their development.
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GoodVillain
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« Reply #7 on: April 01, 2005, 12:00:35 PM »

Cant base the toolset off screenshots, nor the tools, or performance. Downloads should be provided before we go off rating it. Screenshots may tell a thousand words but sometimes they can be misleading words.
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Frost
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« Reply #8 on: April 01, 2005, 12:26:11 PM »

Nvm..
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potato
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« Reply #9 on: April 01, 2005, 12:28:40 PM »

Play nice children...

GV: Of course, one can't make a definitive judgment of the SDK based on screenshots alone. But I'm just saying, going by what the screenshots show of the tools, they look very promising. For all we know they can turn out to be poor-UI-wrangled pieces of crap, that's entirely possible. But promising is promising anyways.
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Waterman
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« Reply #10 on: April 01, 2005, 12:45:57 PM »

These grab my attention:

- Several types of HDR lighting modes
- Refraction/reflection effects  (water, glass)
- Audio system with automation
- Built in physics system using ODE, and working together with hidden surface removal
- Dynamic LOD
- Procedural trees generator with wind effects
- Light attenuation zones
- High speed built in Light Programmable Units (LPU) system
- HAZE system
- Terrain illumination system, HDR ready
- Close integration with ATI Render Monkey environment

... and especially:

Performance tools
- Built in light's profiling system
- SV coverage visualization
- Lights fill-rate coverage visualization
- BF!2Studio assistance for fast detection of potentially dangerous places
- Intuitive detection of burden lights
- Statistics

Not bad, from that Polish team!
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Things should be described as simply as possible - but not simpler [A. Einstein]
potato
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« Reply #11 on: April 01, 2005, 12:58:09 PM »

Here's to hoping that it supports .NET/Delphi/other non-C++ languages. That's TV biggest selling point. If anyone ever wants to topple TV that's the first thing they need to do.
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BlindSide
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« Reply #12 on: April 01, 2005, 01:01:42 PM »

HDR lighting interests me, and those shots on the main banner make volumteric lighting look nice. However while the feature list is nice, and the screenshots excellent.. we really need to be able to download and try this thing out before passing judgements.
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potato
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« Reply #13 on: April 01, 2005, 01:14:46 PM »

Especially considering that the graphical features are all standard DX9-fare. For this engine to be above the rest it needs to bring all this graphical goodness into a tightly integrated art pipeline that's easy to use.
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Waterman
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« Reply #14 on: April 01, 2005, 01:20:16 PM »

Hm, April 1 today?

Anyway, i found more info about this great engine at:

http://www.hondanews.com/CatID6042?mid=2005021729631&mime=JPG
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Things should be described as simply as possible - but not simpler [A. Einstein]
potato
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« Reply #15 on: April 01, 2005, 01:22:06 PM »

Yeah, I was thinking about how it's a rather neat coincidence with April 1. But meh, someone sure went through a lot of trouble mocking up all those screenshots.
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tweakbox
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« Reply #16 on: April 01, 2005, 01:33:42 PM »

Quote from: "Frost"
Quote from: "tweakbox"
Here people go basing engine worth on screenshots again.  Give me the same graphics, and I'll make you a scene that look just like that in about a half hour using TV


i said judging by the FEATURES LIST And the screenshots it looks liek a pretty good engine, and the screenshots im referring to my annoying Flammer friend is the screenshots of the EDITOR E-D-I-T-O-R...

u understand that? its pretty simple you know..


I wasn't flaming anything.  I was just saying you can't judge a damn thing off of screenshots. Sure, the editor looks like it's got lots of purdy features.  Who even knows if half of them work yet?  And for that matter, TV's feature list is as big or bigger.  You need something to compare to before you try to post a comparison.

[Removed by DS]
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I want to make a puzzle with like 40,000 pieces, and when it's done, it says "Go Outside"
gardon
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« Reply #17 on: April 08, 2005, 05:01:53 PM »

is it still in beta? when is it going to come out?  they still won't contact me about licensing information
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SilentFuture
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« Reply #18 on: April 09, 2005, 04:16:40 AM »

Im in contact with the BF!2Engine, they told me that a Beta SDK would be released between July and August. There will be a registration form available if the SDK is out.

At the moment the engine is in alpha stage.

Hope this small information helped. You should visit the page sometimes to look if there are some news on the release.
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punk129
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« Reply #19 on: June 10, 2005, 10:06:02 AM »

Quote
Currently we are working on special version of BF!2Engine SDK - personal SDK. It will be available to download from this web site. (There is also an option to allow BF!2E for non commercial projects for free ). This SDK will be dedicated for VC++ .NET programmers. It will contains newest public build of engine and tools ( some additional tools are available only in professional edition of this SDK), VC++ libraries, headers and, of course, a tons of examples. Note: full source code and some additional tools will not be included in this release - they are available in professional version of SDK only.

Best regards
BF!Team

this is the official statement.
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