'''1.0000-1.0001, 1.0003-1.0006 WorldWide'''<ref>[http://ap-pro.ru/forum/114-3942-1 Тема "X-Ray engine <nowiki>[1.0000,1.0001,1.0003-1.0006]</nowiki> - English edition" на форуме AP Production]</ref><br>
'''1.0000-1.0001, 1.0003-1.0006 WorldWide'''<ref>[http://ap-pro.ru/forum/114-3942-1 Тема "X-Ray engine <nowiki>[1.0000,1.0001,1.0003-1.0006]</nowiki> - English edition" на форуме AP Production]</ref><br>
* Александр Максимчук – ведущий программист, редакторы;
* Александр Максимчук – ведущий программист, редакторы;
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* Юрий Добронравин – программист, наполнение, интерфейс.
* Юрий Добронравин – программист, наполнение, интерфейс.
== Ранние этапы разработки ==
=== Ранние этапы разработки ===
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! Дизайн-документ 2002 года<ref>[https://www.gameru.net/forum/index.php?s=&showtopic=53179&view=findpost&p=1397823 Пост пользователя "Тантибус-кун" на форуме Gameinator]</ref><ref>[https://vk.com/wall-24266846_2686 Запись в группе "Zone Chronicles" Вконтакте]</ref>
! Дизайн-документ 2002 года<ref>[https://www.gameru.net/forum/index.php?s=&showtopic=53179&view=findpost&p=1397823 Пост пользователя "Тантибус-кун" на форуме Gameinator]</ref><ref>[https://vk.com/wall-24266846_2686 Запись в группе "Zone Chronicles" Вконтакте]</ref>
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* Data driven desigh (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)
* Data driven desigh (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)
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| <div class="mw-collapsible mw-collapsed">'''Презентация 2004 года'''<ref>[https://www.gameru.net/forum/index.php?s=&showtopic=32537&view=findpost&p=929489 Пост пользователя "Loxotron" на форуме Gameinator]</ref>
S.T.A.L.K.E.R. The Shadow Of Chernobyl<ref>[https://www.gameru.net/forum/index.php?s=&showtopic=32537&view=findpost&p=929489 Пост пользователя "Loxotron" на форуме Gameinator]</ref>
! <div class="mw-collapsible mw-collapsed">Демонстрации<ref>[https://www.youtube.com/user/StalkerVideoArchive Канал пользователя "StalkerVideoArchive" на YouTube.com]</ref>
* [[DirectX|DirectX 9.0c]]<ref>[https://www.gameru.net/forum/index.php?s=&showtopic=37274&view=findpost&p=1616359 Пост пользователя "abramcumner" на форуме Gameinator]</ref>
* [[DirectX|DirectX 9.0c]]<ref>[https://www.gameru.net/forum/index.php?s=&showtopic=37274&view=findpost&p=1616359 Пост пользователя "abramcumner" на форуме Gameinator]</ref>
<ref>[https://www.youtube.com/user/StalkerVideoArchive Канал пользователя "StalkerVideoArchive" на YouTube.com]</ref><ref>[https://www.youtube.com/user/AkaSektor1 Канал пользователя "aka_sektor" на youtube.com]</ref>
История разработки движка X-Ray берет своё начало в 1998 году, когда двое начинающих программистов GSC Game World: Олесь Шишковцов (Oles) и Александр Максимчук (AlexMX) – объединяются для совместной работы над собственным 3d-движком. К 2000 году, на движке выпускается демо-версия игры "Морской бой". С этого момента начинается многолетняя разработка игры S.T.A.L.K.E.R. и движка X-Ray[2].
The engine itself is designed with high scalability in mind to deliver the best possible experience on a wide range of consumer hardware. It is best illustrated by its capability to render high-quality photorealistic images even on low-end video boards with interactive frame rates. When running on high-end hardware the engine automatically utilizes available resources and specific features, such as vertex and pixel shading capabilities, to attain high level of gameplay immersion. Ability to create both indoor and outdoor scenes, realistic physics, scalable network and impressive sound enables us to develop immense game worlds of today and days to come.
Powerful tool base allows direct interaction between the engine and popular modelling packages such as 3D Studio MAX, Lightwave3D, Maya, SoftImage, etc. This unique feature allows designers to quickly prototype game levels, effects, etc.
Main features:
Levels combining closed spaces as well as enormous open areas
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~100 000 polygons per frame at 60 fps on average hardware
Detailed character models (500-10 000 polys)
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters - High-speed blended animation system capable of up to infinity number of bone interpolation & modulation - SSE/3Dnow! Technologies used for skinning and forward kinematics - Vertex shaders used on shading capable hardware
Detail objects (grass/small stones/etc)
Portal-style, non-linear subdivision based visibility detection system - Optimized for T&L hardware in the way of grouping primitives to large-size batches - Greatly reduces overdraw - which is the main slowdown on even high-level video boards - Usage of antiportals (aka Occluders) for occlusion culling
Intelligent hardware state caching technology
Both Direct and Radiosity lighting models
Colored dynamic lights and dynamic “soft” shadows - Character shadowing - Intelligent light sources selection, clipping, merging - Makes possible more than 50 dynamic lights per frame at reasonable FPS-es - Ordinary stuff: flares, coronas, etc
Intelligent shader subsystem
Dynamically generated textures
Reflections, chrome effects, etc.
VR-Simulation engine optimized for massive payload
High-performance collision detection allowing simultaneous motion of large number of characters in high polygonal environment
X-Ray is a powerful game engine implementing cutting-edge technoligies to make it one of the best 3D engines as of today. The engine's might along with user-friendly tools ensures easy creation of most technologically advanced games with immersing visual and gameplay presentation of newest accelerators generation - NV30,31,34,35.
List of main features provided with the X-Ray engine:
Common
Levels combining closed spaces as well as enormous open areas
One demand loading makes possible to crate single huge level
Game time 3ow, change of day and night (WIP)
Powerful skeleton-based animation allows usage of motion-capture hardware and produces smooth and realistic motion of characters
VR-Simulation engine optimized for massive payload
Render
The engine features two renderers deigned for DX7,8 and DX 9 generations of video cards.
DX7,8 render:
Support for all D3D compatible accelerators, starting from 3rd generation (GeForce2), optimized for GeForce3 and up.
Visualization optimized for hardware TnL (both FF and shading capable parts)
Continuous level of detail technology for all the geometry
~1 000 000 polygons per frame at 60 fps on average hardware
Detailed character models up to 10 000 polys
High-speed blended animation system capable of up to inBnity number of bone interpolation & modulation
SSE/3Dnow! Technologies used for skinning and forward kinematics
Visibility determination
Portal-style, non-linear subdivision based visibility detection system
Optimized for T&L hardware in the way of grouping primitives to large-size batches
Particle system with real physics and powerful scripting engine.
Screen post-processing (cinematic effects)
Shading
Shader library is central to every part of our rendering pipeline
Completely abstracts the graphics API
Multi-pass Rendering
Fallback Shaders
Facilitates cross-platform development
Separates shader writing from engine development
DX 9 Render:
DX 9 Render has all the same features as rst renderer, but har following in addition:
Render use the so called "deferred shading" approach to break the barriers in polygon count found in the current and future leading game-engines.
More than 3 million of fully bump-mapped polygons representing each frame and true per-pixel complex realtime dynamic lighting with light-material interaction.
The use of high precision on up-to-date hardware allows basing the engine fully on HDR (High Dynamic Range) lighting
Natural rendering of complex materials with proper light interaction, such as rusted metal, natural iora, glass, realistic skin, etc.
Every pixel (not the texel) here can have it's own material with several coef cients
Location-based environmental audio affected by surrounding conditions
Supports 5.1 encoding and Dolby Digital, EAX support
Network
Supports multiplayer up to 32 players over LAN or internet
Support for creating additional game types
Simple, convenient client/server architecture
Optional day/night cycling for multiplayer
Tools
Level Editor
Actor Editor
Particle Editor
Shader Editor
Scripting
Level Creation
Leverages existing 3D Applications (3D Max, Maya, LightWave) - No BSP - Level designers are free to create exciting and complex geometry - Polygonal collision
Convenient and intuitive editor tools
Level Creation Steps
Create geometry in 3D application
Place static and dynamic objects
Place static and dynamic light sources
Place/generate detail objects
Create sectors and portals
Place static sounds and zones
Place spawn elements
AI map generation
Render for draft or final (quality)
Leverages existing 3D Applications
Level geometry and texturing is made through one of the packages – 3D Max, Maya or LightWave.
Create and modifying materials - Define sounds made by various impacts - Define level of penetration (piercing) - Define effects produced by various impacts - Define physics parameters - Define interaction with other materials