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
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
For additional information, visit:
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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
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?