I'v been programming since I was 10, started with old Delphi and Visual Basic.
I made my first 3D-Engine at the age of 15, it was made to DirectX7. Currently I'm
building my own engine (like I'v always been doing). I'v been studying computer science
at Open University of Jyväskylä since 1.2.2004.
Also I'm one of the programmers at XieroGames (www.XieroGames.Net). Currently we are finishing our first game called Groove Blocks.
The best 3D-modeller I know, Jüri Unt. Portfolio.
Game Development Resources
I'd like to thank few people who has been helping me creating Dawn Bringer Engines.
Fist of all I'd like to thank my friend and one of best 3D-modellers I know, Jetro Laine (JetroPag). He has
been helping me to develop Dawn Bringers for over two years and has been working with me in various "crazy" projects. =)
Second I'd like to thank my "teacher", Sebastian Aaltonen, who has been helping me along the years by providing
me information about 3D-programming: optimizing, designing, etc. (www.Storm3D.cjb.net, Creator of I'v Got Some Balls)
5.2.2005
Added some screenshots from effects.
1.2.2005
Updated technology demo (env. shader fixed)
22.1.2005
New technology demo released! Check it out.
21.1.2005
Fixing and debugging...
Released one pic from Dawn Bringer performance test, check it out.
So what's coming ?
27.12.2004
Removed old news and tests.
26.12.2004
Dawn Bringer with vertex shaders !
Check the screenshots.
Demo instructions:
I removed the old height mapping flying demo.
Some parts of the engine is still under construction. Check features
for the completed parts. Engine will be ready at the first quarter of 2005. See test and screenshots for more, also check the features.
I removed the old tests
Click shots to see them in 800x600 mode, computer used: 1.6Ghz AMD Athlon, GF4 MX440


Some screenshots from effects. First is blur and second is detail texture.

This shot was taken from performance test.


First screenshot with vertex shaders. Second screenshot uses 2 x shaders: enviroment map and specular/diffuse. Now compare three of the newest pics, do you see any difference between them? ;) Ufo made by Janne Puukko. I added the textures/materials to it.

Check the screenshot. Ufo made by Janne Puukko. I added the textures/materials to it.



Presents the font system in action (32x32 Font, blended). This scene was running about ~110 FPS, containing 30000 particles, map and ship. Second pic presents
new texture effect, detail textures. Third pic presents detail textured text (it can be used everywhere).


First pic presents new (fixed) materials and lighting stuff, old ones had some
problems. Enviroment mapped, 15000 faces. In 800x600 mode 300 FPS. Screenshot
was taken in 1600x1200 mode. Second pic includes map, particles and that ship.

I made a little ship for testing. It contains 5700 faces and 5 materials.
With filters and enviroment mapping it run 100 > all the time. Second pic shows a slime, which contains 15000 faces and enviroment
mapping. Now artist can define enviroment mapping themselves in 3D-editor (3DSmax, etc.).

Two cars (from left to right): First cars 10000 faces, second car 52000 faces.
Added second pic from car (52000 faces).
Car models made by Jetro Laine, as you can see I could not have made them. ;)

First pic has cube envmapping. Second pic has cube envmapping and dot product 3. Third pic has cube envmapping.
Cube contains about 50000 faces and runned 100->150 FPS. Teapot contained 14000 faces and runned ~300 FPS. Presenting
first pics from new *.sdb 3D-model format.

Using 6 different particle emitter (3: smoke, fire, sparcles -> for one fire). One emitter contains 3000 particles and all (18000) particles are rendered. Test was made with my old GeForce4 MX440 and with 1600 mhz AMD Athlon. I tried
to add 200000 particles, updating(18000 was rendered) all of them didn't drop FPS. First picture is fire demo with wind, no gravity. Second demo don't have gravity, but the blue emitter has wind.
Copyright (c) Arto Ruotsalainen (Arex) 2004
All Rights Reserved.