L. Spiro Engine Strikes Again

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L. Spiro Engine Strikes Again

Postby L. Spiro » Thu Dec 10, 2009 1:59 pm

This video shows the most recent game made with L. Spiro Engine.
http://www.youtube.com/watch?v=l67AcfyZL_4

For iPhone/iPod touch.

You play as a giant robot who must fend off enemy attacks to save the world.

Also view the gallery:
http://img31.imageshack.us/gal.php?g=giganderx05.jpg



Other images of L. Spiro Engine show some more of its power on PC:
http://img121.imageshack.us/gal.php?g=screen27f.png

The same exact engine compiles with 0 errors and 0 warnings on both PC and iPhone, ensuring ease in porting your games.


Gigander X will be available soon for iPhone/iPod touch.
L. Spiro Engine will be available for individual use next year, possibly with deals allowing free use of the engine.


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Re: L. Spiro Engine Strikes Again

Postby toffey » Thu Dec 10, 2009 3:13 pm

L. Spiro wrote:The same exact engine compiles with 0 errors and 0 warnings on both PC and iPhone, ensuring ease in porting your games.

This alone is great, but amazing work with the rest as well! Can't wait to see more using this engine.
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Re: L. Spiro Engine Strikes Again

Postby Hitman » Thu Dec 10, 2009 3:20 pm

Awesome. Great Work L.Spiro.
;)
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Re: L. Spiro Engine Strikes Again

Postby HyackDragon » Thu Dec 10, 2009 11:11 pm

looks good.

only 3rd link is broken.
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Re: L. Spiro Engine Strikes Again

Postby L. Spiro » Fri Dec 11, 2009 7:26 am

The 3rd link works.


Preview:
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Re: L. Spiro Engine Strikes Again

Postby SpeedWing » Fri Dec 11, 2009 8:26 am

tbh, the shadow I see is "sharper" than in nfs shift. idk what to say :shock:
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Re: L. Spiro Engine Strikes Again

Postby CoMPMStR » Sat Dec 12, 2009 6:57 am

The shadows look pretty good in the PC pics, are those stencil or texture shadows? I assume texture but they look like stencil. :lol:

Can't wait for the engine release. Will there be usability in .NET or just C++?
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Re: L. Spiro Engine Strikes Again

Postby L. Spiro » Sat Dec 12, 2009 7:43 am

In fact these shadows are shadow maps (texture technique, as opposed to shadow volumes which use the stencil buffer).
The jet and cars are each about 20,000 polygons so using shadow volumes is extremely expensive. The results of shadow-mapping can be, as you can see, very sharp, and most games today are using shadow maps over shadow volumes.


Soft shadows are supported but because I am using the fixed-function pipeline they are very slow. Enable or disable them with a macro.


The engine is coded 100% in C++ with x86 ASM used to enhance some features on Windows. Not available in C#.
Will be available on Xbox 360 but you will be required to acquire additional licenses to get the development kits for each platform.


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Re: L. Spiro Engine Strikes Again

Postby tiduswong » Tue Dec 15, 2009 2:10 pm

The 3D of the car and the jet is so nice and real btw the jet shadow is sharp and clearly too^^

Keep up the good work XD
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Re: L. Spiro Engine Strikes Again

Postby L. Spiro » Tue Apr 06, 2010 1:37 pm

The lighting system was put together quickly to get results with parts built to be replaced later.

I have replaced most of them and gotten a much better lighting framework going.
L. Spiro Engine now supports infinite lights. You can add as many lights as you desire, though the frame rate will drop if you add a ridiculous amount.


Image
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These screenshits taken on a very low-end PC (NVidia GeForce 8400 GS).


Still a lot to do, but the engine will be for sale in a few months, tools included.
Hoping for a price tag in the hundreds (not thousands, as all other commercial engines are pushing).


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Re: L. Spiro Engine Strikes Again

Postby Cookie » Wed Apr 07, 2010 9:37 am

OH MY GOSH ,
the quality of that pic with the car is EPIC
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Re: L. Spiro Engine Strikes Again

Postby L. Spiro » Mon Apr 12, 2010 12:43 pm

Image


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Re: L. Spiro Engine Strikes Again

Postby klux » Thu Apr 15, 2010 11:25 pm

are you developing a new game or something?

I wonder what kind of game that would be - including cars, planes, boats..

anyway, nice work, they look great :)
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Re: L. Spiro Engine Strikes Again

Postby L. Spiro » Fri Apr 16, 2010 8:28 am

The engine is a stand-alone product itself, sold as middleware, like Unity®, Unreal® Engine 3, Torque® Game Engine, etc.
The models are all test material. You will be the ones making games off the engine.

These models are most high-poly. The jet fighter is over 25,000 triangles. All of the cars are ~20,000. I use them because they help stress-test the engine and they look good when shown to clients/investors.

However, I am indeed making a game on it. Although the engine is being sold by my current employer, I am still the owner of the engine and it is my right to make my own games on it however and whenever I please. I also get 50% of the profits, which is a significant amount. Unity® sells at $15,000 per game on Nintendo Wii. Imagine 50% of that going into your pocket.

My first full game on the engine is a clone of Starsiege: Tribes. It will be a first-person-shooter outdoors on terrain like what you see in the screenshits. In fact, that terrain actually came from Starsiege: Tribes. Jets will allow you to speed across the map, get the enemy flag, and speed back.
http://www.youtube.com/watch?v=d_tYMRyaj8s
This, but with better graphics.


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Re: L. Spiro Engine Strikes Again

Postby SpeedWing » Sat Apr 17, 2010 2:59 am

looks interesting :). online gameplay obviously?
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