Description The image shows couple of screenshots from our latest demo production called "Final Audition" which has won at Evoke'2005 demoscene party. It also contains a screenshot from our working environment which is maya with attached picoEngine v2.3 plugin. The plugin is transparently working with maya allowing him for realtime previewing of changing of attributes in Dependency Graph as well as in Dag Hierarchy Graph. The changes between version 2.2 and 2.3 are significant. While using openGL we're trying to get rid off the WGL extensions and framebuffer_object extension surely helped us a lot. So the main change is rewriting every render to texture code so it now runs on FBO's. Another new feauture is particle shader which is still in early stage of development but even now it can offer couple of neat tricks - like the particle HDRI spheres.
The main task of "Final Audition" project was to show that picoEngine is not designed only for attaching arbitrary shaders to 3d models but can also work with typical demoscene effects (like
metaballs, differential surfaces, spherical harmonics, DLA and 3D julia fractals) without any hardcode.
Due to the many fixes in latest Catalyst drivers and FBO extension we could now write shadowmapping and uberlights with volumetric shapes (with shadowmaps).
Another interesting part is general instancing which is transparently working with Maya. It means that You can instance every node using Maya interface. It's really useful to model big scenes with lots and lots of effects and models.
But the most interesting news that comes with that picture is that we're currently working on opening our source of the engine for public. So stay tuned!
For additional information, visit: http://www.plastic-demo.org
Awsome work! I'm looking forward to the public release of your engine.
A-M-A-Z-I-NG!!!!! You guys seem to know, what you're doing! The screenshots are really quite impressive and professional. Keep up the very good work!
This is excellent work showing off the capabilities of shaders and visual effects. Not only have you gone so far as to implement the technicalities of the engine, but you've even used rich colours to bring your screenshots to life. I look forward to checking out your movie on the demo.
It's looking great, do you guys plan on making an engine with this or is it purely for making demos?
hello thanks for nice comments - it is intended for making demos and machinima animation but the engine is really modular and adding a SIMPLE game logic would be easy. Attributes can be connected to very abstract nodes like a frequency synchronizer or keyboard/mouse activity so why not .
I've followed the work of plastic for some time, and I am extremely impressed with the artistry I see comming out of your works. I hold both you guys and the .theprodukkt guys in high regard.
Any insight into the development cycle for making one of your demos, or some of the design choices made in creating your engine?