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SMEE 3.0 development announced! #198542
05/09/07 20:12
05/09/07 20:12
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
SMEE 3.0 development announced!

Hey everyone,

CodeNext Technology Staging Website

For those of you who know of or are owners of SMEE 2.0, you know what this post is all about . If not, you're in for a treat.

As of a few months ago, development has been underway to bring the formerly discontinued SMEE 3.0 project to market. This new release of the software is being built upon a new technology developed in-house called the CodeNext Technology. This technology uses XML and emerging standards to generate shader code based on very general user input. This means that users can very quickly and easily use the software to create shaders of their liking.

Right now, the product is at v3.0.67 and will be releasing a 3.1 closed-beta in the nearing future. This beta will be closed to a limited number of users to test and help us make sure it is ready for full-public release. I will be releasing more information soon on how to get in on the Beta. Beta testers will be able to get the software for a reduced price, but will be required to be active on our database and responsive to our prompts for feedback. There will be need to apply using an application I will make available soon.

Unlike to the original software and v2.0, 3.0 will follow a different pattern than previous steps. It will be released in two editions, Basic and Professional. Basic will only be able to use the built-in component library and will also be restricted in some other forms to what can be made. Professional will be a much more advanced editor and it will include tools for editing and authoring new components from within the editor as well.

The shader tool will come packaged with a set of "template" components in a library of sorts. These components will contain things like standard dynamic lighting, normalmapped lighting, fog, multitexturing, and more. Each component is standalone- and can be combined with other elements, for example you could combine normalmapping with a cubemap, fog, and a uv-scroll for movement all into one shader.

Below is a screenshot showing the current "test" component library, also with a basic shader assembled from core components. There are also "Complete" components that will combine a lot of common components together to create a more complex effect (for example, Complete: Normal Map contains: Common: Model, Common: Tangent Space, Common: UV Mapping, and VS Normal Map). All of these components have the ability to work with several components, for example, Complete: Normal Map and Complete: Environment Bump Mapping both will use VS Normal Map together because they both use the same normalmapping variables. This means that common code is reused between components, resulting in an already optimized shader.



Also, all of the components in the component library are written in XML, meaning it is easy to create your own components and for other users to release "packs" of components that others can combine into their own shaders without any coding skill.

Now, some screenshots (using the kindly released cyberdemon from the D3 mdl pack)
Specular-normalmapping:


Specular-normalmapping + envbump cube map




Best regards,
Daniel Niezgocki / Rhuarc

I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
47 Comments
Re: SMEE 3.0 development announced! [Re: Rhuarc] #198552
05/10/07 13:40
05/10/07 13:40
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
ah cool!
so smee3 will finally supports dynamic lights?
that was missing in smee2!

Re: SMEE 3.0 development announced! [Re: Samb] #198553
05/10/07 14:03
05/10/07 14:03
Joined: Mar 2007
Posts: 261
Germany
Thracian Offline
Member
Thracian  Offline
Member

Joined: Mar 2007
Posts: 261
Germany
Great thing! How much will it cost and when do you plan to publish it?


------------------------

All programmers are playwrights and all computers are lousy actors.
Re: SMEE 3.0 development announced! [Re: Thracian] #198554
05/10/07 16:57
05/10/07 16:57
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
Rhuarc  Offline OP
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
I have posted some more concise information on how SMEE3 works on the website:

Main page link:
http://www.smeetechnology.com/

Direct full-story link:
http://www.smeetechnology.com/index.php?option=com_content&task=view&id=26&Itemid=9

-Rhuarc


I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: SMEE 3.0 development announced! [Re: Rhuarc] #198555
05/10/07 17:27
05/10/07 17:27
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Hey Rhuarc,

How does your product compare to Sphere?
Is it complementatry, competative, or completely different?

Re: SMEE 3.0 development announced! [Re: Rhuarc] #198556
05/10/07 17:32
05/10/07 17:32
Joined: Apr 2005
Posts: 4,506
Germany
F
fogman Offline
Expert
fogman  Offline
Expert
F

Joined: Apr 2005
Posts: 4,506
Germany
Our dream comes true. A realtime shader editor for GS. You´ve got my big respect for this piece of software.
I would be very glad to test it, because it gives us shader noobs and artists very nice possibilities.


no science involved
Re: SMEE 3.0 development announced! [Re: fastlane69] #198557
05/10/07 17:35
05/10/07 17:35
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
Quote:

Hey Rhuarc,

How does your product compare to Sphere?
Is it complementatry, competative, or completely different?



what? O_o
it's a shader editor.. not a render kernel...
you don't have to use dll functions or something like that.. just normal gamestudio material functions.

Re: SMEE 3.0 development announced! [Re: Samb] #198558
05/10/07 18:10
05/10/07 18:10
Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Rhuarc Offline OP
Expert
Rhuarc  Offline OP
Expert

Joined: Mar 2001
Posts: 3,298
Beverly, Massachusetts
Quote:

Quote:

Hey Rhuarc,

How does your product compare to Sphere?
Is it complementatry, competative, or completely different?



what? O_o
it's a shader editor.. not a render kernel...
you don't have to use dll functions or something like that.. just normal gamestudio material functions.




Samb is right here. SMEE3 is a shader editor that works natively with A6, no DLLs or anything required. It will generate a wdl and fx file for inclusion in any A6 project.

There may be plans on the horizon for something that may be closer to the competition realm... but those plans don't exist yet... and may never exist.

-Rhuarc


I no longer post on these forums, keep in touch with me via:
Linkedin.com
My MSDN blog
Re: SMEE 3.0 development announced! [Re: Rhuarc] #198559
05/10/07 18:21
05/10/07 18:21
Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
frazzle Offline
Expert
frazzle  Offline
Expert

Joined: Mar 2006
Posts: 2,758
Antwerp,Belgium
This is some news !!
Can't wait to play around with this shader development tool

Cheers

Frazzle


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Re: SMEE 3.0 development announced! [Re: Rhuarc] #198560
05/10/07 23:24
05/10/07 23:24
Joined: Mar 2003
Posts: 5,377
USofA
fastlane69 Offline
Senior Expert
fastlane69  Offline
Senior Expert

Joined: Mar 2003
Posts: 5,377
USofA
Quote:

Quote:

Quote:

Hey Rhuarc,

How does your product compare to Sphere?
Is it complementatry, competative, or completely different?



what? O_o
it's a shader editor.. not a render kernel...
you don't have to use dll functions or something like that.. just normal gamestudio material functions.




Samb is right here. SMEE3 is a shader editor that works natively with A6, no DLLs or anything required. It will generate a wdl and fx file for inclusion in any A6 project.

There may be plans on the horizon for something that may be closer to the competition realm... but those plans don't exist yet... and may never exist.

-Rhuarc




As you can tell I have no idea about the shader pipeline and what does what.

So SMEE just makes it easier to create the code that will eventually become your shader... the shader itself is just the plain ol' A^ version... do I have that right?

This begs the questions, and I know this might be reaching, but can you/could you use SMEE to edit SPHERE?

Re: SMEE 3.0 development announced! [Re: fastlane69] #198561
05/11/07 02:02
05/11/07 02:02
Joined: Nov 2000
Posts: 1,534
hamburg
Samb Offline
Serious User
Samb  Offline
Serious User

Joined: Nov 2000
Posts: 1,534
hamburg
don't think so.
I might be wrong but, sphere use other fx files than gamestudio.
also, why don't you need shaders for sphere? sphere got all shaders you need. you have just to figure out how to use them, without perfomance problems.

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