FFL Lib

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Max98

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Max98 submitted a new resource:

FFL Lib - Flyff's 3D Engine in a lib w/ sample project

Hello everybody, on my quest to do whatever I'm doing, i've done this:

It's Flyff's 3D Engine isolated in a lib ripped from the ATools source since it is way cleaner than the flyff's code.
View attachment 581

What is this useful for:
  • Start base for editing graphics without the compile times of the whole game
  • Use to convert the current engine as is to fully use shaders w8 D3D9 (I've done it, you can do it.)
  • Start base for upgrading the whole engine to D3D11/OGL...

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is it possible to improve the entire graphics of flyff or do you have to switch to unreal engine?
 
is it possible to improve the entire graphics of flyff or do you have to switch to unreal engine?
You can improve based off of this or the original, or use unreal engine, it really depends on what you want to do in terms of graphics and what type of functionality you're needing.
 
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You can improve based off of this or the original, or use unreal engine, it really depends on what you want to do in terms of graphics and what type of functionality you're needing.
Either way, you'll need to rewrite large sections of the code, both using this/the original flyff engine or unreal/unity...
IMO I prefer the old school way of doing this so I'd go the improve this code route because you have full control over everything but you must know what you are doing!

There is one thing to note tho, the flyff engine is quite simple as it is, upgrading it won't take a lot of time actually, even going from D3D9 to D3D11 wouldn't be that hard once it's isolated like this.
For anyone interested, here's a way to do it:

  1. Start by utilizing D3D9 shaders (Not FX Shaders since they are deprecated in D3D11 but there is a work around if you want to deal with it)
  2. Keep D3D9 and convert all math to use XMATH (d3d11) math's library
  3. Finally change all d3d9 calls to d3d11
Note that you might come around other stuff to change but it's mostly that, but also this won't do much as the visuals will stay exactly the same. You'll need to integrate modern rendering techniques and upgrade your models etc etc to get something better looking.

I don't recommend going the D3D12 route directly because it's quite harder.

Here are some old trials I've done (note that the whole engine was upgraded to use shaders here)

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Better visuals need better optimizations and new techniques and it's been the research I've been doing since my last 'opengl convertion'

For e.g:

Test Engine I used for my POC on OpenGL 4 (equivalent to D3D11)
Other than a better shadow technique, there's nothing wow-ish here it still looks exactly like the way it does in flyff
Screenshot 2023-11-15 130148.png
 
Last edited:
Either way, you'll need to rewrite large sections of the code, both using this/the original flyff engine or unreal/unity...
IMO I prefer the old school way of doing this so I'd go the improve this code route because you have full control over everything but you must know what you are doing!

There is one thing to note tho, the flyff engine is quite simple as it is, upgrading it won't take a lot of time actually, even going from D3D9 to D3D11 wouldn't be that hard once it's isolated like this.
For anyone interested, here's a way to do it:

  1. Start by utilizing D3D9 shaders (Not FX Shaders since they are deprecated in D3D11 but there is a work around if you want to deal with it)
  2. Keep D3D9 and convert all math to use XMATH (d3d11) math's library
  3. Finally change all d3d9 calls to d3d11
Note that you might come around other stuff to change but it's mostly that, but also this won't do much as the visuals will stay exactly the same. You'll need to integrate modern rendering techniques and upgrade your models etc etc to get something better looking.

I don't recommend going the D3D12 route directly because it's quite harder.

Here are some old trials I've done (note that the whole engine was upgraded to use shaders here)

Hey There!
Please login and(or) register to see this awesome content today.

Better visuals need better optimizations and new techniques and it's been the research I've been doing since my last 'opengl convertion'

For e.g:

Test Engine I used for my POC on OpenGL 4 (equivalent to D3D11)
Other than a better shadow technique, there's nothing wow-ish here it still looks exactly like the way it does in flyff
View attachment 595


If upgrading the engine doesn't have any significant difference visually, then why does Universe look so good?
 
If upgrading the engine doesn't have any significant difference visually, then why does Universe look so good?
Upgrading the engine opens up new stuff that you can do easily, like bloom, or the moving trees, also Universe probably has upscaled textures and stuff like that but TBH other than the anime graphics, I don't see much of a difference between normal FlyFF and Universe.
 
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