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Старый 28.09.2007, 04:59   #48
johnk
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Re: Я новичок!

moka, нечего на флуд провоцировать, своё я доказал, так же ты доказал что ты не отвечаешь за свои слова

Думайте сами, меня устраивает- тем более всего 100баксов=) это вам не двиг с лайтмапами за 500к
Есть двиг, TV3D, он бесплатне в некоммерч. целях, для издания 150$, вот фичи:
TV3D Complete Features List
The TV3D SDK is an extensive library for 2D and 3D development for games, simulations, and 3D applications. Each of the features listed below can be configured to operate in many different ways, and can be combined to make a unique 3D experience. All of the features have been created for both the novice and advanced programmer alike, with a harmony of simplicity and flexibility being a primary development goal.
Rendering System
The core of the TV3D SDK is a highly optimized rendering engine written in C++ and based upon the DirectX 9.0c platform from Microsoft. Using hundreds of built in shaders that adapt to your hardware, you are ready to take advantage of the hardware of today, and tomorrow.
Windowed or fullscreen support, with the ability to switch between modes during rendering
32bits standard rendering pipeline for main buffer rendering
64bits and 128bits floating point rendering pipeline available
Multiple viewport mode available in windowed mode
Multiple adapter support, with full enumeration of devices and supported rendering modes
Antialiasing and Anisotropic filtering up to 16x supported
Switch between point, line, and solid rendering modes
HLSL Shader Support
Full DirectX 9.0c effect file support for shaders, in HLSL or Assembly
Support for Shader Model 1.0 to Shader Model 3.0
Extensive support of predefined semantics for access to internal parameters
Shaders supported on most TV3D objects, including Mesh, Actor, Landscape, and Minimesh
Landscape and Terrain System
Highly optimized chunk based terrain rendering
Chunked LOD with geomorphing for progressive LOD
Realtime deformable terrain with single or array based point updates
Detailed texturing using texture splatting with up to 16 simultaneous layers
8bit or 24bit heightmap support for terrain generation
Custom terrain data format for fast terrain loading and parsing
Fast altitude queries and collision detection
Automated fast culling using internal quadtree
Complex integrated water system for realistic looking water
Static Mesh Support
Flexible mesh system including on the fly mesh creation
Supports meshes up to 16 million triangles and verticies
Various vertex formats supported
Frustum culling via sphere or box
Up to 8 textures per group for combinations of diffuse, normalmap, specular, emissive, heightmap
Accurate triangle or bounding volume collision
Animated Meshes (Actors)
High performance skeletal or morph target animations
Supports 3 skinning modes, including CPU, Blended, and Shader-Based
Full support for custom shaders on actors
Animation transition support from one animation to another
Animation blending with up to 4 simultaneous tracks
Exporters for Maya, 3DS Max, and Milkshape3D
Included conversion utility for Halflife 1 MDL files
Accurate collision detection and mousepicking support
Full attachment system for actor bones
Bone manipulation via internal calls for custom animation systems
Material and Lighting System
Point, Directional, and Spot lights supported
Managed lighting system to automatically select the best active lights for the object
Standard per-vertex lighting with transform and lighting support
Per-pixel lighting with bumpmapping support
Offset/Parallax tangent bumpmapping support
Cubemap filter for point light and bumpmapping
Material system with ambient, diffuse, emissive, specular, and power support
Per-Pixel and per-vertex precomputed radiance transfer (PRT) for meshes
Lightmap support for meshes and terrain
Particle Systems
Multiple emitters and attractors supported per particle system
Point sprite, billboard, and minimesh particles can be mixed in one particle system
Full keyframe support for particles and particle emitters
Spherical, box, and direction emitters supported
Direction filtering via cubemap for emitters
Minimesh System
Internal shader instancing allowing up to 52 meshes to be rendered per batch
Full custom shader support for special effects
Minimeshes can be used as particles, allowing complex effects
Per item frustum culling and fading
GPGPU (General Processing on GPU)
Full floating point surface support, including 64bits and 128bits
Full custom pixel shader rendering via standard DirectX effect files
Read pixel data from your pixel shader results in real time
Integrated Newtonian Physics Engine
Based upon the Newton Game Dynamics physics engine
Direct integration for engine objects, including meshes, actors, terrain
Accurate collision detection and friction solver with configurable accuracy
Rigid body colliders support include box, sphere, cylinder, cone, and convex hull
Static body colliders support includes mesh and terrain
Combine multiple colliders into one rigid body
Full joint support with limits including ball, hinge, universal, up, and sliders
Motorized joints supported
Fully configurable vehicle system
Buoyancy for bodies based upon a water plane
Configurable auto freezing of bodies when they are idle
Ragdolls supported by direct actor bone manipulation
Built-in Special Effects and Controls
Gamma control, and full screen fading and flash effects
Glow and Bloom with full emissive map support
Per object velocity-based motion blur (PS 2.0+)
Depth of Field (PS 2.0+)
Additional Features
Full unicode support
Global stream system for data loading from file, file part, memory stream, or package
Included math library with all standard functions for vectors, matrices, and quaternions
Internal profiler with on screen output to help determine bottlenecks in your rendering
Unified angle system for all internal functions allowing you to use degrees or radians
API Standards
Simple and easy to use OOP classes
Initialize the engine and begin rendering in less than 5 lines of code!
Multiple languages supported via our various libraries, all using the same C++ core
Static Library supported for C++ for one-file distribution, no dependent files required
Supported Languages and Compilers
The TV3D SDK has been fully tested using the following languages and compilers.
Languages
Microsoft Visual Basic 6
Microsoft Visual Basic.Net (VB.Net)
Microsoft Visual C#
Borland Delphi
Microsoft Visual C++
ANSI C++
APL
BlitzMax
Compilers
Microsoft Visual Studio
Microsoft Visual Studio.Net 2003 and 2005
Microsoft Visual Studio Express
Borland Delphi 5, 6, 7, and 2005
GCC and MingW
MicroAPL APLX and IBM APL2
...or any ATL/COM or .NET-compliant language!
Разничу чуешь? Мало того, что писать на многих языках можно, дык еще и фич много, вот на нем можно делать серьезные игры, это да.
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