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)
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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Replying to @DeathCadu12
Yes, you will get the complete source code.
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Replying to @xZrFxHxU4tpmB6J
Did you build all the projects in the solution?
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C4 Engine version 7.2 has been released.
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Replying to @Karmacomposer
Yes, see the model registration in the Game::Game() constructor in the SimpleChar code.
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Replying to @Karmacomposer
The entire right column of topics on the wiki main page is about using the tools: c4engine.com/wiki/index.php?…
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There is a tutorial project that demonstrates a basic character controller: c4engine.com/wiki/index.php?…
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Replying to @Karmacomposer
Rigged characters are imported by (a) creating a new world, (b) using the File->Import Scene command to load a DAE or OGEX file, (c) making any material assignments or changes you need, and (d) using the File->Save to Model Resource command to make an MDL file.
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Replying to @Karmacomposer
C4 is downloaded from GitHub: github.com/C4-Engine/C4-Engi… It looks like you already have access. The latest version is listed on the right under Releases.
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Replying to @Karmacomposer
Not at this time. We're planning to start one with the next release of C4, likely in August.
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Replying to @Karmacomposer
The wiki should be functioning now. We apologize for the poor state of modern web tech.
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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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Replying to @TwoYelling
We use GitHub discussions.
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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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