Ferrari 35
11 / 09 / 2008, 02:26 AM
السلام عليكم ورحمة الله
اسعد الله اوقاتكم ...
تفضلو هذا المحرك gamebryo 2.2 الذي تسرب على برامج E-donky وعلى rapidshare الان يمكنك تنزيل النسخه !!! مجانا
لكن عليك اولاً تطوير جهازك الى هذه الموصفات حتى لا تيأس عند التصميم ..
كرت الشاشه اهم عنصر : Nvidia GeForce 8 Series
المعالج : Intel Core 2 Due
الرامات : 2 قيقا
هاردسك : 120 كحد ادنى
لتنزيل النسخه :-
http://rapidshare.com/files/54706644/gb_1.2.rl-team.net.part01.rar
http://rapidshare.com/files/54714476/gb_1.2.rl-team.net.part02.rar
http://rapidshare.com/files/54699034/gb_1.2.rl-team.net.part03.rar
باسورد فك لضغط : rl-team.net
موصفات المحرك
General Features : Object-Oriented Design, Plug-in Architecture, Save/Load System:
--A well-architected C++ API
--Fast Load Times. Support for background loading allows smooth loading of files during gameplay with no apparent load times and Small Memory Footprint.
--Supports the following 3rd-party tools: Audio: Miles, Sensaura, FMOD; Video: Bink, Smacker; AI: AI.Implant; Networking: butterfly.net, Quazal; Physics: Havok, Meqon; Trees: Speedtree Facial Animation: OC3 Impersonator
Built-in Editors : Run-Time Performance Analysis Tools: Time to render each object, Number of polygons rendered for each object, Culling vs. rendering statistics per object, and Profile of memory usage. Physics Collision Detection: Lighting Per-vertex, Per-pixel, Gloss maps:
--Dynamic RGB lighting. Any color and may be point, infinite, or spotlights. Specular highlights and pre-lit vertices are also supported.
Shadows : Shadow Mapping: Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
--Multi-textures, such as light maps, dark maps, gloss maps, decals, etc.
--Projected textures, including projected lights and shadows (for interesting lighting effects).
--Animated textures, for effects such as fog, fire, smoke, and explosions.
--Rendered textures, which may be used for television screens in the scene, dynamic shadows, mirrors, and other advanced effects.
--Transparency, including alpha-blended translucency, which can be used to create cutout billboards, stained-glass windows and other effects.
Shaders : Vertex, Pixel, High Level:
--The new pixel and vertex shader system supports the latest generation hardware. Programmers can write their own shaders, drop in or modify shaders from RenderMonkey, cgFX, or HLSL, or use "off-the-shelf" shaders provided with Gamebryo. These shaders are placed in a "shader library" that is available to the entire team and can be used by artists without further programmer intervention.
Scene : Management General, Portals, Occlusion Culling, PVS, LOD:
--A hierarchical scene graph with support for multiple geometric primitives including lines, particles, triangles, and triangle strips.
--Multiple culling and sorting techniques that leave more CPU cycles for drawing visible objects. Different techniques can be used simultaneously in different parts of the scene graph.
--Selective Update. Non-moving scene elements don't require updating as frequently as those scene elements that move, lowering per-frame update time and increasing frame rate.
--Portal-Based Visibility. Portal systems represent a special case of aggressive culling. They trivially reject certain “rooms” from consideration for a particular vantage point.
Animation Inverse Kinematics, Forward Kinematics, Keyframe Animation, Skeletal Animation, Animation Blending:
--Full support for almost all animation methods that are produced from 3ds max and Maya, including hierarchical, spline-based interpolations, translation and rotation keyframes using linear, Bezier, and TCB, rotations with quaternions, and cycle control for clamping, looping and reversing sequences.
--Powerful Animation Keyframe Manager. Makes it possible to share animation data among different characters in the game, use multiple independent animation sequences on a single character, and blend and layer the animations on the fly.
Meshes : Mesh Loading, Skinning, Progressive:
--Level of detail, including Bone LODs
Special Effects : Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Fire, Explosion, Decals, Fog:
--Environment maps (spherical environment maps are supported on all platforms, with cubic environment maps supported on DX8 and Xbox).
--Particle Systems. Virtually every type of particle system animation from 3ds max and Maya are supported; for example, snow, moving emitters, deflectors, particle bomb, particle array, and particle cloud.
--Fog is supported in three modes: range-based, Z-based, and (texture-based) volumetric.
Rendering : Fixed-function, Render-to-Texture:
--A fully general camera model
--Pixel-accurate, high-performance 2D elements (for interface and text rendering)
--Batching of Primitives. Expensive set-up time for primitives can be minimized by grouping together primitives that share the same rendering attributes (such as texture, lighting, etc.).
--Tri-Stripping. Grouping adjacent triangles into “strips” that share vertices can represent a significant performance boost, due to optimizations in the rendering pipeline for shared vertices. Tri-strips are also faster than triangle sets on most console platforms.
وارجو ان يكون هذا المحرك قد نال اعجابكم
اسعد الله اوقاتكم ...
تفضلو هذا المحرك gamebryo 2.2 الذي تسرب على برامج E-donky وعلى rapidshare الان يمكنك تنزيل النسخه !!! مجانا
لكن عليك اولاً تطوير جهازك الى هذه الموصفات حتى لا تيأس عند التصميم ..
كرت الشاشه اهم عنصر : Nvidia GeForce 8 Series
المعالج : Intel Core 2 Due
الرامات : 2 قيقا
هاردسك : 120 كحد ادنى
لتنزيل النسخه :-
http://rapidshare.com/files/54706644/gb_1.2.rl-team.net.part01.rar
http://rapidshare.com/files/54714476/gb_1.2.rl-team.net.part02.rar
http://rapidshare.com/files/54699034/gb_1.2.rl-team.net.part03.rar
باسورد فك لضغط : rl-team.net
موصفات المحرك
General Features : Object-Oriented Design, Plug-in Architecture, Save/Load System:
--A well-architected C++ API
--Fast Load Times. Support for background loading allows smooth loading of files during gameplay with no apparent load times and Small Memory Footprint.
--Supports the following 3rd-party tools: Audio: Miles, Sensaura, FMOD; Video: Bink, Smacker; AI: AI.Implant; Networking: butterfly.net, Quazal; Physics: Havok, Meqon; Trees: Speedtree Facial Animation: OC3 Impersonator
Built-in Editors : Run-Time Performance Analysis Tools: Time to render each object, Number of polygons rendered for each object, Culling vs. rendering statistics per object, and Profile of memory usage. Physics Collision Detection: Lighting Per-vertex, Per-pixel, Gloss maps:
--Dynamic RGB lighting. Any color and may be point, infinite, or spotlights. Specular highlights and pre-lit vertices are also supported.
Shadows : Shadow Mapping: Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
--Multi-textures, such as light maps, dark maps, gloss maps, decals, etc.
--Projected textures, including projected lights and shadows (for interesting lighting effects).
--Animated textures, for effects such as fog, fire, smoke, and explosions.
--Rendered textures, which may be used for television screens in the scene, dynamic shadows, mirrors, and other advanced effects.
--Transparency, including alpha-blended translucency, which can be used to create cutout billboards, stained-glass windows and other effects.
Shaders : Vertex, Pixel, High Level:
--The new pixel and vertex shader system supports the latest generation hardware. Programmers can write their own shaders, drop in or modify shaders from RenderMonkey, cgFX, or HLSL, or use "off-the-shelf" shaders provided with Gamebryo. These shaders are placed in a "shader library" that is available to the entire team and can be used by artists without further programmer intervention.
Scene : Management General, Portals, Occlusion Culling, PVS, LOD:
--A hierarchical scene graph with support for multiple geometric primitives including lines, particles, triangles, and triangle strips.
--Multiple culling and sorting techniques that leave more CPU cycles for drawing visible objects. Different techniques can be used simultaneously in different parts of the scene graph.
--Selective Update. Non-moving scene elements don't require updating as frequently as those scene elements that move, lowering per-frame update time and increasing frame rate.
--Portal-Based Visibility. Portal systems represent a special case of aggressive culling. They trivially reject certain “rooms” from consideration for a particular vantage point.
Animation Inverse Kinematics, Forward Kinematics, Keyframe Animation, Skeletal Animation, Animation Blending:
--Full support for almost all animation methods that are produced from 3ds max and Maya, including hierarchical, spline-based interpolations, translation and rotation keyframes using linear, Bezier, and TCB, rotations with quaternions, and cycle control for clamping, looping and reversing sequences.
--Powerful Animation Keyframe Manager. Makes it possible to share animation data among different characters in the game, use multiple independent animation sequences on a single character, and blend and layer the animations on the fly.
Meshes : Mesh Loading, Skinning, Progressive:
--Level of detail, including Bone LODs
Special Effects : Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Fire, Explosion, Decals, Fog:
--Environment maps (spherical environment maps are supported on all platforms, with cubic environment maps supported on DX8 and Xbox).
--Particle Systems. Virtually every type of particle system animation from 3ds max and Maya are supported; for example, snow, moving emitters, deflectors, particle bomb, particle array, and particle cloud.
--Fog is supported in three modes: range-based, Z-based, and (texture-based) volumetric.
Rendering : Fixed-function, Render-to-Texture:
--A fully general camera model
--Pixel-accurate, high-performance 2D elements (for interface and text rendering)
--Batching of Primitives. Expensive set-up time for primitives can be minimized by grouping together primitives that share the same rendering attributes (such as texture, lighting, etc.).
--Tri-Stripping. Grouping adjacent triangles into “strips” that share vertices can represent a significant performance boost, due to optimizations in the rendering pipeline for shared vertices. Tri-strips are also faster than triangle sets on most console platforms.
وارجو ان يكون هذا المحرك قد نال اعجابكم