[Particle Effects] HellHeavenFX Ogre Plugin

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[Particle Effects] HellHeavenFX Ogre Plugin

Postby HHVFx » Mon May 21, 2012 1:38 pm

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UPDATE - 2013-09-11

HellHeaven has been renamed to Popcorn.

Latest SDK can be downloaded from here:
PKFxSDK_Ogre_1-9-0

contains versions for Ogre 1.7.4, 1.8.0, 1.8.1, 1.9.0

Dont forget to check our editor to create your own effects ! PopcornFX-Editor

If you have any problem (we hope not) / questions about the SDK, dont be shy :)

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Hello,

We're a studio creating a middleware solution for realtime particle effects, named HellHeavenFX.
it runs on PC, XBOX360 and PS3.
The middleware has been used in the game "The Cursed crusade" ( http://www.thecursedcrusade.com, Fighting Trailer ).

This is our current integration in the Ogre engine:

Image

Image

Image

Image

The bright HUD is only because we are using gamma correction for our textures ;)

An effect created with the editor:

Image

Image


The plugin's API is free for commercial and personal use for the Ogre community.

The editor can be freely downloaded from our website: http://www.hhvfx.com
You can also check-out editor tutorials and in-depth details about the runtime in the hellheaven vfx wiki:
http://www.hhvfx.com/wiki
http://www.hhvfx.com/wiki/index.php/Particle_tutorials
video tutorials:
http://www.youtube.com/playlist?list=PL ... ature=plcp

Thanks for reading, and feel free to post feedback or ask any questions :)
Last edited by HHVFx on Wed Sep 11, 2013 1:09 pm, edited 9 times in total.

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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Mind Calamity » Tue May 22, 2012 5:24 am

Absolutely amazing! I have literally no words to describe just how amazing this is! Really great job, and that game looks stunning as well. I'm really glad you chose to expand your supported platforms by adding OGRE3D to your repertoire, I think this will become one of the most used plugins by the community, especially since you decided to release a version that's free for personal use.

I'm curious though, does personal use mean only one programmer is allowed to use the API, and are we allowed to publish games using your plugin with the said version (non-commercial or otherwise) ?

Also what is the price of a commercial licence ?
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Brocan » Tue May 22, 2012 7:33 am

Really great job!
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Nodrev » Tue May 22, 2012 9:50 am

Very nice, those effect are stunning.
The commercial price is a good question, the other I would have is about any OpenGL compatibility, or does your technology is d3d compliant only?
And if this OpenGL friendly, do you plan to support MacOs or Linux (at least the runtimes)?
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby HHVFx » Tue May 22, 2012 2:36 pm

Hi ! thanks for the kind replies,

Mind Calamity> actually, we decided to release the plugin free for non-commercial _and_ commercial use to the ogre community. it'll be made available in the upcoming weeks.
note that it's a release in binary form, you won't have full access to the real runtime HH-Fx SDK, only to the ogre plugin interface. but that should be sufficient for most uses.

for the full HH-Fx SDK, game-console runtimes, or full-sources SDK, we don't publicly disclose the pricing, it is discussed on a per-client basis. (and you must of course be a registered console developer to have access to the runtime SDKs for consoles)


Nodrev> yes it is also OpenGL compliant.
about mac/linux: The editor is built around WPF, so it is unlikely we'll take the leap to making a mac or linux version anytime soon. (The middleware is aimed primarily at professional game studios, and all our clients are almost exclusively windows-based)
However, we have old experimental builds of the runtime for linux and MacOs, and it's planned to officially support MacOs as a runtime target in the near future.

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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Alexiss » Tue May 22, 2012 3:05 pm

Wow, excellent.

I'm really looking forward to playing with HHFX !
Out of curiosity, is there any specific reason you chose to make an Ogre plugin ?
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby HHVFx » Wed May 23, 2012 11:02 am

Well, we want to make our middleware available to indies.
The ogre community is large and active, so it was our primary choice. (although we're probably going to add support for other engines in the future).
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby boyamer » Wed May 23, 2012 12:04 pm

Very nice job, downloaded and tested.

Congrats
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Jabberwocky » Wed May 23, 2012 12:11 pm

That looks pro! Awesome job.
The Cursed Crusade is an amazing showcase for your work too.
Thanks for the Ogre port! :)
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby ahmedismaiel » Fri May 25, 2012 3:40 am

first of all ,awesome!!!!
since i couldn't get any sense from the stats how much tris are being used for each effect and from i saw it felt like there is some post (screen space) processing too.can you give some details about the post processing if any and what is the polycount for the blast effect
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Zonder » Fri May 25, 2012 9:50 am

Really nice slick effects, great piece of work.

I hope this makes it to the MOGRE world as well
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby HHVFx » Fri May 25, 2012 2:26 pm

ahmedismaiel> yes, there is a distortion post-Fx going on.
for most effects (except a few sparks in the fire effect), you can simply multiply the particle count by two to get the triangle count :)
so that would be around ~26 000 tris for the first screenshot, ~14 700 for the second one, and 1 400 and 2 200 for the last two.

the batch count is pretty low, and does not depend on the number of instances of the effect that are spawned. There is typically one batch per particle layer, for instance, in the screenshot of the fire effect, there are only 4 draw calls:
one for the smoke, one for the fire, one for the sparks, and one for the sprites for the distortion effect (hard to see in the demo or screenshot).
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby tod » Fri May 25, 2012 4:21 pm

Great effects! I can't wait to use this! :mrgreen:
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby m2codeGEN » Thu Jun 07, 2012 4:48 pm

That's good! Our team thinking about ParticleUniverse replacement. Let's wait for your SDK
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Yati » Tue Jun 12, 2012 11:45 am

(O_o) (o_O)

Looks so good!

Can't wait to play with this.
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby maxdelphi » Wed Jun 13, 2012 2:18 am

woow!!, i like ur work hhfx's team, really u r pro :O, and thanks for "free use for non commercial and commercial for ogre" :D, i can recomend u do a DONATE button there :)

thanks..
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Yati » Sat Jun 16, 2012 4:38 am

The demo works in release.

I'm trying to build the demo in Debug build mode but it keeps crashing on line 216 in BaseApplication.cpp:
Code: Select all
mRoot = new Ogre::Root(mPluginsCfg);


I also tried making my own little test-bed application using the standard project created by the Ogre Application wizard.
In Debug mode an exception is thrown at the line:
Code: Select all
IHHFXOgre* fx = static_cast<IHHFXOgre*>(mRoot->getMovableObjectFactory("HHFXFactory")->createInstance("HHFX", mSceneMgr));


The exception is:
ItemIdentityException
MovableObjectFactory of type HHFXFactory does not exist in Root::getMovableObjectFactory

Then I looked at the ogre log and found this:
Code: Select all
13:30:24: Loading library .\Plugin_HellHeavenFX_d
13:30:24: Installing plugin: HeavenFX     
13:30:24:             Z¤»   ðF       
13:30:24: MovableObjectFactory for type 'Factory        ' registered.
13:30:24: Plugin successfully installed


In release it initializes properly.

I'm using Ogre 1.7.4, by the way.

Did anyone else manage to get it working in their own app or in debug?
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby noorus » Sun Jun 17, 2012 1:10 am

This looks really good, and making it free to the Ogre community is the sweetest thing :)
Demo ran perfectly, have to check out the editor later. Kudos!
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby HHVFx » Mon Jun 18, 2012 5:31 pm

FIRST POST UPDATED

Hello !

Thanks all for the comments.
We have just released a new plugin's version, the SDK is now officialy out with a sample project.
First post is edited with new links/screenshots.

HHFxOgreSDK_2012-06-18

ps: It will work in debug now Yati :)

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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Blender+C++ » Sat Jul 14, 2012 10:50 pm

WOW Superb!!
we appreciate the release for the ogre community, i think it just makes ogre even more powerful!
thx guys i loved it!!!!
all the best,
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby ScreenOfDeath » Sun Jul 15, 2012 6:57 pm

Hi HHVFx,


I guess I speak for everyone here: THANK YOU VERY MUCH FOR THIS FREE PLUGIN TO YOUR GREAT SOFTWARE!

I don´t have any words for this present you have made to us.

Back to topic:

I really need the new version of your plugin, complied against Ogre 1.8 - because I want to use your great software in my game project.
If you will add a donate button, I would share some bucks to you, and I´m pretty sure that other people will do it too.

I finally added this plugin to my game engine, but it didn´t work yet, because your plugin is compiled against Ogre 1.74 -
and after creating a effect ( doesn´t mader which one ) it always crashs in mRoot->renderOneFrame() - it also crashs in your sample application, if I compile it against Ogre 1.8.

So I hope you will compile it against Ogre 1.8 soon, you dont need to make a doc first, please release the updated version :D

Regards.
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby LBDude » Mon Jul 16, 2012 1:21 am

WOW thank you so much. Your team is awesome. I will check it out for sure. I'm wondering when is the 1.8 sdk gonna be released, no hurry or anything.
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby HHVFx » Mon Jul 16, 2012 2:42 pm

NEW VERSION OUT - SEE FIRST POST

Hello !

Thank you for your cool comments, it really motivates us, so here is the good news:
we just built the plugin with the latest Ogre version, the first post is edited with new links :D

Have fun and let us know if you have any trouble ! :)
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby m2codeGEN » Tue Jul 17, 2012 11:43 am

It is pleasant to see that you make build for new stable Ogre release.
However I had some problems in case integration your SDK.

1. We use vc 2005 sp1 (your SDK include only vc2010 build)
2. We use custom Ogre 3D build (double precision, single threaded, nedmalloc, don`t use boost), but your build have it`s own Ogre build. Future more interface class from your SDK inherit Ogre::MovableObject
3. We use OpenGL rendering subsystem (You have build only DX9 rendering subsystem).
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Re: [Particle Effects] HellHeavenFX Ogre Plugin

Postby Mind Calamity » Tue Jul 17, 2012 11:59 am

m2codeGEN wrote:It is pleasant to see that you make build for new stable Ogre release.
However I had some problems in case integration your SDK.

1. We use vc 2005 sp1 (your SDK include only vc2010 build)
2. We use custom Ogre 3D build (double precision, single threaded, nedmalloc, don`t use boost), but your build have it`s own Ogre build. Future more interface class from your SDK inherit Ogre::MovableObject
3. We use OpenGL rendering subsystem (You have build only DX9 rendering subsystem).


Well unless you buy the runtime, you can't compile your own version. I highly doubt that the HHFX team has the time to compile it for all of our builds.
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