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Author Topic: a new engine for free!  (Read 3781 times)
The unholy
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« on: December 01, 2003, 08:23:00 AM »

www.jet3d.com
Its latest version releasing on january is powerful that quake3
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« Reply #1 on: December 01, 2003, 10:58:00 AM »

Very interesting...

heh I was getting 450k/sec off some of the downloads.
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DensitY
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« Reply #2 on: December 01, 2003, 07:15:00 PM »

yeah that is a pretty engine.. might have a quick look when I get home...
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Boingo the Clown
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« Reply #3 on: December 02, 2003, 11:49:00 AM »

I am sort of playing with Genesis 3D right now, trying to learn how to use it.
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Cheapy
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« Reply #4 on: December 02, 2003, 01:43:00 PM »

/me thinks Jet3d is GOLK based
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Pyros
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« Reply #5 on: December 02, 2003, 01:47:00 PM »

Hmm, looks interesting indeed. Pretty good looking.
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« Reply #6 on: December 02, 2003, 10:16:00 PM »

heh, we should make a game... heh heh.    
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The unholy
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« Reply #7 on: December 03, 2003, 09:04:00 PM »

HAHAHA I am now creating an FPS with JET3d
its latest version will release on january, which is more powerfull than QUAKE 3
HEH its great
JUST take a look
anyone interested in game developing meet me
dreamsofanoop@yahoo.co.in
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Cheapy
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« Reply #8 on: December 03, 2003, 09:09:00 PM »

How would we know it's more powerful than Quake3? Words just don't cut it.
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« Reply #9 on: December 03, 2003, 09:12:00 PM »

Hi all, I myself had worked on a game awile ago. I had a team of about 20. All over the world, it was really cool. Anyways, check out the screenshots:
www.gameongaming.tk

There in the screenshots page  
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thezombieman
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« Reply #10 on: December 03, 2003, 11:47:00 AM »

Cool! It looks really great!
It rembers me some kind of voxel-game like the Delta-Force series.    

Good job.
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« Reply #11 on: December 03, 2003, 06:15:00 PM »

Thanks, we stopped production on it awile back. But im currnetly planning on starting back up the development of the game some time soon. I would really like to finish it.........
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Bad Sector
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« Reply #12 on: December 04, 2003, 05:13:00 AM »

@Cheapy:
easylly. Let's see what Jet3D supports and Quake3 doesn't:

1. Radiosity lighting (grr)
2. Integrated rigid body physics simulation support for world objects
3. Dynamic fog
4. Dynamic water effects
5. Area portals allow selective rendering of world geometry (note: these 'portals' are not the portals found in the game, but they are 'portals' in the 3D world, a mechanism found in Ken Silverman's build engine, and some others).
6. D3D (full screen and in a window)
7. Software driver for support on machines without hardware acceleration (full screen and in a window)
(about 6&7: we all know that Q3 works only under OpenGL :-)
8. Physics subsystem can be used to control world geometry, or independently to animate other user objects

that's those i've found and i'm 95% sure that they don't exist in Quake (for some of them i'm 100% sure, like 1,6,7, etc).

Note that i count only the Quake 3 games and not games which says that used the Quake3 engine because these game developers usually adds some extra stuff to the engine for their game, so it's possible to see, for example, water effects in Heavy Metal F.A.K.K.^2 (nice game, btw).
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Cheapy
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« Reply #13 on: December 04, 2003, 06:20:00 AM »

Is it GPL, though?
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The unholy
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« Reply #14 on: December 05, 2003, 08:20:00 AM »

Jet3D is a state-of-the-art 3D graphics engine built for high performance real-time rendering. Jet3D offers advanced lighting features, 3D modeling support, seamless soft-skin polyonal characters and many other innovations.
Environment
Exceptionally fast rendering
Radiosity lighting
Integrated rigid body physics simulation support for world objects
Pre-computed lighting for animating light intensities and simulating caustics
Environment uses BSP trees for fast visibility culling
Dynamic RGB lights
Dynamic shadows
Dynamic fog
Dynamic mirrors
Dynamic water effects
Dynamic texturing effects such as procedurals, animations, blending, and morphing
Area portals allow selective rendering of world geometry
Translucent world geometry for windows, or other effects
Spherically mapped sky for seamless sky and horizon
3D sound positioning and attenuation
User extendable special effects and particle systems
Bitmap and Windows font support for labeling the screen, textures, or bitmaps
Editor
CSG editor builds geometry optimized for 3D environments
Built in keyframe system to animate world geometry
Multiple compilation options, including fast recompiles for changes to non-geometrical objects such as lights and entities
Configurable entity definitions for sharing level data with applications
Built in physics entity definitions for specifying interactions between physically controlled objects
Characters
Seamless soft-skin polygonal characters
Automatic visibility culling for optimal performance
Tools to support character and animation authoring for 3D Studio Max
Smoothing group support for high quality shading
No limit to the number of materials used to texture or color characters
Materials can be animated using tinting, procedurals, animations, blending, and morphing
Character Animation
Animation based on either a hierarchical or a non-hierarchical bone system
Arbitrarily spaced keyframes in time
High quality interpolation between keys - second order continuity across orientation keys
Sharing of animations across different characters
Animations can be blended and mixed or partially applied
Animations are optimized to take up minimal space
Interpolation and blending subsystems can be used independently to animate other user objects
Driver Support
D3D (full screen and in a window)
Software driver for support on machines without hardware acceleration (full screen and in a window)
Built in texture and lightmap caching
Takes advantage of 3D hardware that supports multitexturing
2D bitmap overlays
Technical Details
Physics subsystem can be used to control world geometry, or independently to animate other user objects
Virtual file system allows file IO access to collection files, memory files, dos file systems, and user extendable file systems transparently
Math support for vectors, matrices, and quaternions
Comprehensive support for texture and bitmap formats, mipmaps, and conversions
Basic network transport support for multiplayer
Fast collisions against the world geometry
Volumetric queries to determine the type of volume(s) a box lies in
Multiple worlds can be loaded and rapidly switched between
Multiple renders from different cameras can be mixed in a single frame
High level polygon API for adding persistent or temporary user drawn objects

heh these all are of old engine, try new release which may be on JANUARY OR FEBRUARY
FAN OF JET
True fan of JOHN CARMACK
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