I have few questions about this engine :-
Does this engine will support or has these features ? If not, when ?
1)Vulkan/DX12
2)Procedural clouds ?
3)Navmesh navigation ?
4)Linux/Mac Exports and editor ?
5)PBR ?
6)Rain/Lake/Ocean ?
7)Multitrack or single track animations for models or characters ? If single track, will you provide features to split the animations ?
8)Cinematic Editor or features
9)Gamepad input and binding ?
10)Load and Save currentgame state. Do you have example ?
11)Maybe Steam API integration ?
12)Is this non-programmer friendly ?
13)Does the export or published project has encryption ? Nobody can just stole my assets easily ?
14)Tutorial+tutorial+tutorial please..
15)Video on youtube is outdated, please update with current features
16)Decal
17) Road spline ?
Basically I want to make a doom clone. So does reflection works really well in this engine ?
Thanks
Few questions
Re: Few questions
Hello tumira,
welcome to the Cafu forums!
A main strength of Cafu is the Radiosity implementation, precomputing physically correct lighting that is stored in lightmaps. See http://docs.cafu.de/mapping:cawe:lighting
Our focus is not on graphical tools for everything (it's a resource problem, the same as mentioned in 15) below).
One of Cafu's focuses is indeed on games such as Doom. However, there are some limitations as you can see above, and it works best if you can make custom changes to the C++ code yourself.
Also see our FAQ item Is Cafu right for our game of genre "..."? for additional thoughts.
welcome to the Cafu forums!
I'm working on support for Vulkan, currently switching to GLFW for the windowing and OpenGL/Vulkan resources system.1)Vulkan/DX12
Currently none.2)Procedural clouds ?
Not sure what this is.3)Navmesh navigation ?
Exports? Cafu currently works under Windows and Linux, as does the map editor CaWE.4)Linux/Mac Exports and editor ?
Physically based rendering?5)PBR ?
A main strength of Cafu is the Radiosity implementation, precomputing physically correct lighting that is stored in lightmaps. See http://docs.cafu.de/mapping:cawe:lighting
Currently only as you can see in the outdoor portions of the TechDemo map.6)Rain/Lake/Ocean ?
Please see http://forum.cafu.de/viewtopic.php?t=9257)Multitrack or single track animations for models or characters ? If single track, will you provide features to split the animations ?
No. Per-model animations must be prepared in the external modelling software, cinematics must be scripted.8)Cinematic Editor or features
This will come with GLFW, see above.9)Gamepad input and binding ?
Prepared, but not yet implemented.10)Load and Save currentgame state. Do you have example ?
No.11)Maybe Steam API integration ?
It depends. Scripting is required, being able to edit and compile C++ is helpful.12)Is this non-programmer friendly ?
Our focus is not on graphical tools for everything (it's a resource problem, the same as mentioned in 15) below).
Yes. We're currently not using this in the demo, but loading assets from encrypted archives is available and well tested.13)Does the export or published project has encryption ? Nobody can just stole my assets easily ?
http://docs.cafu.de/14)Tutorial+tutorial+tutorial please..
Thanks for mentioning this... it's a huge amount of work though, and time spent for videos reduces the time that can be spent for implementing new features.15)Video on youtube is outdated, please update with current features
As shown in the demos: The Techdemo uses plenty of decals for blood and dirt on the walls. These are implemented as Bezier patches.16)Decal
Not sure what you mean. Decals for road asphalt?17) Road spline ?
Phong shading (dynamic lighting) works very well.Basically I want to make a doom clone. So does reflection works really well in this engine ?
One of Cafu's focuses is indeed on games such as Doom. However, there are some limitations as you can see above, and it works best if you can make custom changes to the C++ code yourself.
Also see our FAQ item Is Cafu right for our game of genre "..."? for additional thoughts.
Best regards,
Carsten
Carsten
Re: Few questions
Thank you for replying my long questions. I noticed that anti aliasing and anisotropic filtering are not enabled in the demo. Does the engine supports or will supports this ?
Navmesh navigation is kinda important for AI
https://unity3d.com/learn/tutorials/top ... mesh-agent
https://en.wikipedia.org/wiki/Navigation_mesh
This is a really nice MIT license game engine. You should really need to hype the engine more.
Or maybe after GLFW is implemented. Maybe do a beautiful demo and hype it after that.
Navmesh navigation is kinda important for AI
https://unity3d.com/learn/tutorials/top ... mesh-agent
https://en.wikipedia.org/wiki/Navigation_mesh
This is a really nice MIT license game engine. You should really need to hype the engine more.
Or maybe after GLFW is implemented. Maybe do a beautiful demo and hype it after that.
Re: Few questions
GLFW will help with that, too, so things are looking really good for having this available soon.tumira wrote:Thank you for replying my long questions. I noticed that anti aliasing and anisotropic filtering are not enabled in the demo. Does the engine supports or will supports this ?
In the meanwhile, these settings can usually also be set directly in the graphics driver, where they override any application settings. Using this, you can run Cafu with anti aliasing right now.
This is not directly implemented right now, but note that our entity system is very powerful. I have not yet tried, but it seems straightforward to me to populate a map with entities that indicate path nodes, then write a behaviour script that navigates e.g. a robot along these paths…Navmesh navigation is kinda important for AI
https://unity3d.com/learn/tutorials/top ... mesh-agent
https://en.wikipedia.org/wiki/Navigation_mesh
This is a really nice MIT license game engine. You should really need to hype the engine more.
Or maybe after GLFW is implemented. Maybe do a beautiful demo and hype it after that.
Best regards,
Carsten
Carsten
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