Electronic Gilgamesh

عزيزي الزائر كما هو واضح بأنك زائر للمنتدى لذى نود ان ندعوك الى الدخول ان كانت لديك عضوية او التسجيل في المنتدى نتشرف بتواجدك معنا حيث المعلومة الجديدة والدروس التعليمية الحصرية
Electronic Gilgamesh

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    الجزء الثاني من النشرة الدورية 72 من الموقع العالمي 3ds game creator

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    كلكامش الألكتروني
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    عدد الرسائل : 186
    العمر : 29
    تاريخ التسجيل : 11/11/2008

    الجزء الثاني من النشرة الدورية 72 من الموقع العالمي 3ds game creator

    مُساهمة من طرف كلكامش الألكتروني في الخميس يناير 22, 2009 7:56 pm

    Dark Physics Demos


    Custom PC currently features an article on NVIDIA PhysX, and how it is gaining momentum in the gaming world.
    Worth noting is the mention of the demos written in DarkBASIC Professional by our dedicated forum members, and specifically highlighting Kenneth Bugeja's work on fluids and soft bodies.

    [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
    Genetica - Seamless and Animated Textures



    Introducing Genetica 3.0, the world's most powerful editor of seamless textures, animated textures, and HDRI environment maps! Genetica is a standalone application available on Windows 2000 and above.
    Genetica 3.0 is available in two editions: Basic and Pro. The demo versions of Genetica are downloadable right now from The Game Creators. When you are ready to purchase, the demos can be converted into the full program simply by entering your serial number which can be ordered directly from the Genetica 3.0 page.


    • Node Based Workflow. All graphical elements can be visually rearranged, with no change being permanent. Results are resolution independent and automatically seamless.


    • Professional Drawing Tools. Create awesome designs with a new suite of drawing tools. Genetica will take care of making your drawings seamless.


    • Visual Styles. Achieve realism in seconds by applying sophisticated styles to your designs.


    • Powerful Lab System. Genetica combines the flexibility of its node-based system with a set of powerful Lab Nodes that automate tricky graphics tasks.


    • Advanced Lighting. Genetica simulates environmental reflections, global illumination, shadows, ambient occlusion, and more, in order to give you the most realistic surfaces possible.


    • Thousands of Presets. The number of preset textures, styles, and environment maps is now in the thousands. These royalty-free resources can be edited or used as-is in your projects.


    • Effect Maps. Genetica will generate effect maps that can be used in any of the channels supported by your 3D environment, such as bump, specular, reflection, luminance, and others.
    The Professional edition extends these features further:


    • Edit HDRI Environments. Create custom HDRI environment maps for use both within Genetica and your external 3D environment. Render and export HDRI environment maps in common formats like latitude/longitude, mirrored ball, and cubic.


    • Normal Maps. Enjoy fully-integrated normal map generation. Like any of the other effect maps created in Genetica, normal maps are automatically seamless and can be re-rendered at any desired resolution.
    • Hair and Fiber. The Hair node and Fiber Lab allow graphics professionals to quickly create a wide range of fully-seamless fibrous materials from animal fur to fuzzy cloth.
    • Batch Processor. The batch processor will allow you to automate a variety of repetitive tasks, such as applying the same effect to a number of textures, or automatically rendering large numbers of textures.
    • Lab Conversion. Convert Lab Nodes into node trees, giving you unmatched control over your textures.

    • HDRI and 32 bit Output. Export images from Genetica in formats supporting high dynamic ranges and ultra-high color precision.

    Full details of Genetica 3.0 and ordering details are available now on the product web page.
    [ندعوك للتسجيل في المنتدى أو التعريف بنفسك لمعاينة هذا الرابط]
    News from the World of FPS Creator



    FPS Creator X9 and X10 Progress


    A few weeks ago TGC received news of an FPS Creator game that was going to be published, and the publisher wanted to see a few tweaks. The author also wanted FPS Creator to compile his 13-level epic quickly and flawlessly, and so we decided to create a new update to provide just that.
    Just launched, V1.14 is the version that introduces these new refinements and includes a significant speed-up of the build game process in the situation where lots of FPI scripts are located in the scriptbank.
    We have also increased the supported bone count from 32 to 60 for all FPS Creator animated models that use shaders.
    The built-in game creator store has an update to solve a crash bug when Vista attempts to upload certain types of segment.
    There have been many calls for weapons to auto-equip when you start a new level or load a saved game, and this has now been implemented along with two new FPI conditions which allow you to check what level you are on. For example if you wanted to change the skybox for level three because it is a cave or underground level, you can now add a line to setuplevel.fpi to read::state=0,levelequal=3:sky=skybank\ww2\Gas
    and a second line to read::state=0,levelnotequal=3:sky=skybank\ww2\Hil
    This will use the Gas sky on level three and the Hil sky on the other levels.
    As a final Christmas treat, we also decided to drop in hard coded support for the PC version of the XBOX 360 controller. The controls are fixed for this first version but we plan to allow all buttons to be configurable in a future version as we know when it comes to controllers one size does not fit all.


    FPS Creator X10


    You may recall that last month we did not cover any X10 news, which may explain the thread that popped up making vocal some of your concerns over the future of X10 development and specifically when the next update will be released. The reason most of our energies have been on DBP and X9 is that we spent around 15 months developing the X10 product, and we wanted to give something back to the DBP and X9 communities for being so patient with us during that project. I think we have done a great job with DBP and the spin-off product, Dark Game Studio, and X9 now has a host of new toys and a lot of stability and performance tweaks under the hood.
    We think community lead development is a great way to create products and updates, and if the X10 guys want an update then that is what they are going to get!


    Now the original TGC plan was to fire up the migration work starting 2009 and blend X9 and X10 together but it would probably take at least half a year with testing. We gave the choice to the X10 guys, and almost all of them wanted to see an update to X10 before a migration version which allows them to compile to X9 systems. We think community lead development is a great way to create products and updates, and if the X10 guys want an update then that is what they are going to get!
    Starting January 2009 we will fire up the X10 development machine. We will start the process of what one forum user understands as 'givin X10 some lovin' and begin work on an update that addresses some of the issues you have been experiencing. Top of the list is the compatibility issues with ATI cards, and to that end we have purchased a DirectX 10 card that actually runs on a PCI slot if you can believe it! We also want to get the store and X9 models into X10 as gracefully and quickly as possible along the way. We have some other ideas too, but wait for the beta for news on those. Our hope is that X9 and DBP guys won't mind a little side-tour to X10 land for a few months, and anything new that goes into X10 will eventually make it back into the migration version and the next revision of DBP.

      الوقت/التاريخ الآن هو الإثنين مارس 27, 2017 8:31 pm