X-Ray Engine 1.0

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X-Ray Engine 1.0
Stalker soc x-ray engine 1.0006 logo.bmp
Описание
РазработчикGSC Game World
ПлатформаWindows: 2000 (SP4)/ XP (SP2)
Разрядность32-bit (x86)
ИграS.T.A.L.K.E.R. - Тень Чернобыля
Последняя версия1.0006 Build 3312 от 27 февраля 2008 года[1]
Все версии
1.0

1.5
1.6

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].

Разработчики движка[3]

  • Олесь Шишковцов – ведущий программист, рендер;
  • Александр Максимчук – ведущий программист, редакторы;
  • Дмитрий Ясенев – ведущий программист, ИИ/Симуляция;
  • Андрей Коломиец – ведущий программист, наполнение;
  • Виталий Максимов – программист, сетевая игра;
  • Константин Слипченко – программист, физика;
  • Сергей Жемейцев – программист, ИИ монстров;
  • Сергей Иванцов – программист, оптимизация;
  • Юрий Добронравин – программист, наполнение, интерфейс.
Презентация 2003 года[4]

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
    • Dynamic occlusion culling, contribution culling (WIP)
  • Adaptive hardware state caching technology
  • Lighting
    • Colored dynamic lights and dynamic "soft" shadows
    • Breakable light sources
    • Animated lights
    • Character shadowing
    • Intelligent light sources selection, clipping, merging
  • Detail mapping (diffuse, normal-maps)
  • Standart effects like 3ares, coronas, etc.
  • 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
  • Soft, physically correct shadows (unlike stencil ones) from everything onto everything
  • True per-pixel lighting, physical umbra/penumbra compulations
  • Hundreds of lighting per frame in realtime
  • Natvie support for volumetric effects like fog, mist, lighting
  • Frame buffer post-processing and photoshop-like effect (complex lters) push it even higher up the cinematic quality ladder.

Detail objects

  • Grass, small stones, etc.
  • Traces, Wind, Reaction to pressing, Turbulence ows

Physics

  • Simulation speed outperforms many commercial engines
  • Real-time IKm vehicle physics, etc.
  • Collision database with low memory usage
  • Collision detection optimized for large number of queries in highly polygonal environment
  • ballistic, motions, uid engine, snow, rain, explotions, etc.

Sound

  • High quality HRTF 3D-sound with clipping and partial wave tracing
  • Occlusion, obstruction, different environments
  • Complex lters emulated through software in case of abscent HW-support
  • Context-relative multiple-mixed music streams in MP3/MP2/WMA/ADPCM/OGG Vorbis formats

Network

  • Distributed computing
  • Client Server based system

Tools

  • In-house made tools (Level, Shader, Particle, Actor Editors)
  • Plug-ins for popular modeling packages
  • Short and simple pipeline from modeling packages to in-game action

AI

  • Simulation Level-Of-Detail and Culting (2 AI models - high and low detail)
  • Fiber based time distribution allows to built scalable AI without any slowdown
  • Virtual sight, hearing and feeling
  • Terrain reasoning with tactical assessment
  • FSM with random factor
  • Data driven desigh (pattern based evaluation functions are automatically generated and optimized on training examples - supervised learning)
Демонстрации 2003 года[5]
Презентация 2004 года[6]

S.T.A.L.K.E.R. The Shadow Of Chernobyl

X-RAY DEVELOPMENT TOOLS

  • Logo

Graphics

  • Fully supports DirectX 8 (Future support for DirectX 9)
  • Real-time day/night cycling
  • Real-time weather effects


Physics

  • Rag-doll physics
  • Materials: mass, penetration
  • Complex objects
  • Destructible objects


Artificial Intelligence

  • Virtual hearing/sight
  • Advanced Navigation (no waypoints)
  • Group AI behavior


Sound

  • 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

  1. Create geometry in 3D application
  2. Place static and dynamic objects
  3. Place static and dynamic light sources
  4. Place/generate detail objects
  5. Create sectors and portals
  6. Place static sounds and zones
  7. Place spawn elements
  8. AI map generation
  9. 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.
  • Exporting into Level Editor.


Actor Editor

  • Supports models, skeletons and animations from popular 3D Packages
    - 3D Max, Maya, LightWave
  • Automatic object collision generation
  • Create custom generated objects of any complexity


Actor Editor Steps

  1. Create model in popular 3D package
    - Create animation
    - Link skeleton
    - Export to actor editor
  2. Generate collision
  3. Adjust bone parameters
  4. Import animation, Adjusting animation parameters
  5. Replacement of shaders and textures (if necessary), export into the game

Particle Editor

  • Designed for creating special effects
    - Particle effects
    - Groups of effects
    - Simple but powerful script language


Shader Editor

  • Create and modifying shaders
  • 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


Scripting

  • LUA
    - Fast compilation and execution speed
  • AI can be controlled through scripting
    - Group AI
  • Access to low level functions
    - Character abilities: hearing, sight, navigation
    - Access to objects
  • Scripted events (zones)

DirectX 9 Renderer

  • Up to 3.000.000 per frame rendered in real time
  • Fully real-time dynamic lighting
  • Soft, physically correct shadows cast by every object
  • Physical umbra/penumbra computations
  • Frame buffer post-processing and complex filters


Игромания: Финальный отсчет №2 - A.I. искусственный интелект
Игромания: Финальный отсчет №5 - Новый облик сталкера [dx9-движок]

Основные особенности X-Ray[7]

  • Поддержка как огромных игровых пространств, так и закрытых локаций малой площади;
  • До 3 млн полигонов в одном кадре;
  • Продвинутая скелетная анимация, управляющая реалистичностью движений персонажей;
  • Высококачественное рельефное текстурирование (bump-mapping);
  • Мягкие тени, создаваемые практически всеми предметами;
  • Объемный туман;
  • Поддержка набора команд SSE/3Dnow! для текстурирования и упреждающей кинематики;
  • Динамическая смена дня и ночи;
  • Реалистичные погодные эффекты.

Графика

  • Система увеличения уровня детализации для различных аппаратных конфигураций;
  • 300 000 полигонов за 1 кадр при скорости 60 FPS на рекомендуемой конфигурации;
  • Детализированные модели персонажей (500-10000 полигонов);
  • Аппаратная поддержка T&L;
  • Динамически эффектые HDR;
  • Поддержка пиксельных шейдеров версии 1.1, 3.0, вершинных шейдеров 1.1, 3.0 и их автоматическое использование (при условии аппаратной поддержки);
  • Технология анимации с использованием захвата движения реальных людей (motion capture);
  • Система частиц с реальной физикой;
  • Параллаксмаппинг;
  • Анимированные источники света;
  • Разрушаемые источники освещения;
  • Технология отложенного затенения;
  • Постобработка видеоизображения;
  • Динамическое освещение и динамические "мягкие" тени;
  • Детализированный маппинг;
  • Продвинутая система выбора источников освещения, отсечение, слияние;
  • Мультипроходный рендеринг;
  • Технология адаптивного аппаратного режима кэширования.

Источники