Showcase of an old unfinished game project called "Supraleiter"

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  • เผยแพร่เมื่อ 25 พ.ย. 2022
  • This video shows the game "Supraleiter" in a very early state, where I was almost the sole programmer in the team (including for the entire engine and the entire underlying technology behind it), which was also unfortunately never finished. It already had realtime raytracing for shadows (without need for hardware raytracing), realtime global illumination and many other things for 2013/2014, which later became really state-of-the art. It's a pity that the game was never finished. Indeed, the tracks were still comparatively lowpoly, but that was due to the early development phase.
    However, I'll probably transfer some things from my old OpenGL-based engine from the Supraleiter project into PasVulkan in the near future. Among other things the realtime global illumination stuff based on cached cascaded radiance hints with four cascaded 3rd order SH 32x32x32 volumes and two bounces and with specular light support extension. Because that should still be quite usable today. At least it should be more performant and less stressful than GI via voxel cone tracing, which I have also already implemented in a 64k intro of mine ( fr-090: Let be there light ). And at least for the time being I will avoid GI methods at PasVulkan that require the use of hardware raytracing.
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ความคิดเห็น • 11

  • @alskidan
    @alskidan ปีที่แล้ว

    Wipeout was one of the very first games I enjoyed on my PC in 2000. Your game brings back memories ☺️ Looks superb.

  • @MrVainSCL
    @MrVainSCL ปีที่แล้ว

    This game in very early stage looks really cool and even for 2013/2014 it is still incredible, what you archived. Too bad it was not finished and sold/released. Just add some more details to make the levels more interesting. I would really like to see a finished / final version. Keep on your great work and best regards from "Mr.Vain / Secretly!" ;-)

  • @Mr-Highball
    @Mr-Highball ปีที่แล้ว

    Incredibly clean looking. Have been a fan of your code for a long time, best of luck if you decide to pick this up again 🍻

  • @grumbel45
    @grumbel45 ปีที่แล้ว

    That looks like a modern version of Hi-Octane, neat.

  • @F1nalspace
    @F1nalspace ปีที่แล้ว

    Looks great! Really a shame that it was not finished. But it looks a bit empty in terms of gameplay.
    Maybe adding a few acceleration/jump ramps or something would have improved it a bit.

  • @hblomqvist
    @hblomqvist ปีที่แล้ว

    Looks great bero! You should finnish it and sell it :)

  • @roboman2444
    @roboman2444 ปีที่แล้ว

    Screenspace crepuscular rays or raytraced/raymarched ones? It looks too good to be screenspace.
    Radiance hints GI. Is that similar to the technique that Tesseract uses?

    • @BenjaminRosseaux
      @BenjaminRosseaux  ปีที่แล้ว

      It uses "non-screenspace" (so world-space) raytracing, which uses a two-level BVH concept (inside OpenGL shader storage buffer objects), one BVH-level on world-level for the objects, and one BVH-level on per-object-level with the triangles. Where the fragment shader can then traverse the BVH trees linearly stack-free during raytracing the hardshadows etc., since the BVH nodes are pre-sorted in a skip-list-like fashion before being uploaded to the GPU vRAM. The BVH data of both levels is constantly updated from the CPU-side code with double-buffered SSBO streaming.

    • @BenjaminRosseaux
      @BenjaminRosseaux  ปีที่แล้ว +1

      And regarding the GI, yes more or less, But what Tesseract has implemented, is only a tiny subset of the original radiance hints paper and as well of my own radiance hints implementation with my extensions to it. For example cascading (like cascaded shadow maps) and caching (where only that is updated, what has changed), sky sun occlusion awareness, better blocker/receiver occlusion handling, and so on.

    • @BenjaminRosseaux
      @BenjaminRosseaux  ปีที่แล้ว +2

      And it is also explained in more detail at th-cam.com/video/HnePmLm-UWE/w-d-xo.html . :.)