C4 Engine (@C4Engine) header
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Posts about the ongoing development of the C4 Engine.

Joined January 2011
Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)Photo by C4 Engine (@C4Engine)
This video shows the velocity buffer used to render motion blur during post-processing in the C4 Engine. The screen-space velocity accounts for the motion of the camera, objects, and even vertices for cloth and skinned meshes. This technique is described in FGED2, Section 10.7.
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Here's a short video showing atmospheric shadowing in the C4 Engine. It marches along rays and samples the cascaded shadow map to determine how much light is inscattered toward the camera. The results are combined with the scene in post. See FGED2, Section 10.6 for details.
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Here are 200 zombies in the C4 Engine. Each zombie model has 56 bones and a skinned mesh with 3051 vertices. Skinning calculations happen every frame on the CPU through the multithreaded job manager. (Be warned that the audio gets kind of loud.)
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Here's a quick video showing a few distortion effects in the C4 Engine. The window in the upper-left shows the distortion buffer, an off-screen render target containing per-pixel (x,y) offsets that get applied during postprocessing.
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Here's some video of the SSAO buffer as I run around in the C4 Engine. The details about this particular flavor of ambient occlusion are discussed in FGED2, Section 10.5. amazon.com/dp/0985811757/?ta…
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C4 Engine version 7.2 has been released.
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Doing some actual graphics development! Just finished a filmic tone mapping upgrade in the @C4Engine with histogram analysis and adaptive exposure.
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Anyone remember DevMaster.net? It was *the* place to go for discussion about game engines and reliable independent reviews. It's too bad they're not around any more, but the C4 Engine reviews can still be found with the Wayback Machine: web.archive.org/web/20130117…
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The C4 Engine costs $100 per person, and that gets you in for life. There are no fees beyond that, and there can't ever be. Unlike everyone else's, our license doesn't have a clause that allows us to change terms unilaterally at any time for any reason. c4engine.com
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If you're going to be at SIGGRAPH in Los Angeles next week, please stop by the Terathon booth (#831) to check out the latest Slug Library, to see how the C4 Engine is coming along, to take a sneak peek at my upcoming book, or to just say hello!
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C4 Engine version 7.1.1 has been released. This version fixes a couple of resource problems and includes an updated Time window.
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C4 Engine version 7.1 has been released. This version includes a major upgrade to the GUI and many minor enhancements.
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I absolutely wasn't prepared for how fast @C4Engine compiles. ========== Rebuild started at 7:13 PM and took 22.021 seconds ==========
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It's exciting to see so many licensees from the early days of C4, as far back as 2005, return to reactivate their licenses! The first licensee of all time even showed up.
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Awesome laser-etched water bottles at the C4 booth.
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C4 Engine version 7.0 has been released! c4engine.com
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C4 version 7.0 will be released on Wednesday. If you had a license in the past, you can reactivate it for the new version using the form here: c4engine.com/activate.php This will give you immediate access when version 7.0 is released.
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C4 Engine version 7.0 will be released at the Game Developers Conference on March 22, 2023. All previous users with a perpetual license will receive a free upgrade. New users can obtain a personal license for $100. More details to come over the next few weeks!
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(Top) A typical computer keyboard rendered inside a 3D environment. This is from a PC game released about two years ago. (Bottom) A keyboard rendered in the C4 Engine using the Slug Library to draw the text on all the keys.
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The @C4Engine has used similar techniques to send reliable packets over UDP for more than two decades. But it also lets games send unreliable data that does not need to be acknowledged or received in the order sent. 1/4
/1 What protocol does 𝐨𝐧𝐥𝐢𝐧𝐞 𝐠𝐚𝐦𝐢𝐧𝐠 use to transmit data? TCP or UDP? A common practice is to use RUDP (Reliable UDP). It adds a 𝐫𝐞𝐥𝐢𝐚𝐛𝐥𝐞 mechanism on top of UDP so that it provides 𝐦𝐮𝐜𝐡 𝐥𝐨𝐰𝐞𝐫 𝐥𝐚𝐭𝐞𝐧𝐜𝐲 than TCP and guarantees accuracy.
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