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Ogre3D Dense Forest :
#163137
10/24/07 22:03
10/24/07 22:03
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Joined: Oct 2004
Posts: 1,856
TheExpert
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It uses a project add on named Paged Geometry : incredibly optimised/fast for massive plants , trees on terrain, even more dense than Oblivion and really fast/smooth ! perhaps more than in Crysis ?? http://www.ogre3d.org/phpBB2/viewtopic.php?t=36655Look at videos in the topic , they are incredibly great If only 3DGS could have such quality add ons ?? That's not Conitec team that will bring such things , they have enought work with all forecast things that are in it since one or more years Well Ogre3D is a top 3D engine and is become more advanced each time. Don't compare Ogre3D releases rate with 3DGS ones Should 3DGS become open source ? i laught I think it's possible to use it with 3DGS , caus that's open source. But i doubt the author to be interessed to port it ...
Last edited by TheExpert; 10/24/07 22:11.
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Re: Ogre3D Dense Forest :
[Re: TheExpert]
#163138
10/25/07 04:59
10/25/07 04:59
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Joined: Jul 2004
Posts: 1,924 Finland
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Quote:
I think it's possible to use it with 3DGS , caus that's open source.
People have the weird idea that it is easy to port stuff from open source programs just because you can look at the code. Well, I find it easier to implement stuff if I just know the basic idea of the feature. Usually it takes more time to dive trough someone elses code...
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Re: Ogre3D Dense Forest :
[Re: Ambassador]
#163139
10/25/07 05:10
10/25/07 05:10
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
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What I understand from the introduction, it's simply advanced LODding.
Can be done in Lite-C, even if it won't be "100x" faster.
"Yesterday was once today's tomorrow."
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Re: Ogre3D Dense Forest :
[Re: Inestical]
#163140
10/25/07 07:51
10/25/07 07:51
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Wow, this is impressive. This pure huge amount of models rendered so fast, amazing. I am sure they use hardware instancing for that. And they probably use a distribution bitmap for the plants. I cannot imagine that an engine database for entities can handle millions of models so fast. Did you see the dynamic shadows at the grass? Impressive! Quote:
Can be done in Lite-C...
If you are right then just do it! Plenty of people would be willing to pay for that and even some new 3dgs customers could be attracted
Models, Textures and Games from Dexsoft
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Re: Ogre3D Dense Forest :
[Re: Machinery_Frank]
#163141
10/25/07 16:13
10/25/07 16:13
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
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Well in theory it can be done, but it would be more convient to do straight-to-engine. Also I don't have the time ^^
The most difficult part is to make just right LOD's, so the player won't notice the morph.
"Yesterday was once today's tomorrow."
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Re: Ogre3D Dense Forest :
[Re: Inestical]
#163142
10/25/07 20:46
10/25/07 20:46
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Joined: Oct 2004
Posts: 1,856
TheExpert
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If you are right then just do it! ahhhaaahaaaaaaaaa Excellent Frank ahahahahahaaa like always , always same song : It's easy with 3DGS , 3DGS can do it So why thousands of things people have said 3DGS can do have not been done from 1,2 years ... even less TODAY complete integrated system and editorsw Light/shaders/soft sahdows/lightmaps mixed with ARE NOT HERE TODAY ??? Yeah 3DGS can do lot lot of things and you could make CRysis with it ahahhahahaa Thanks for this great reply Frank ahhahahaa
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Re: Ogre3D Dense Forest :
[Re: TheExpert]
#163143
10/25/07 21:15
10/25/07 21:15
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
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What's so funny about his post? Lite-c is capable of it, maybe the things of which you speak are not here now but they will be, and they have nothing to do with the Dense Forest tool from OGRE because that's just a way to handle the scenery, which can also be done in lite-c
BASIC programmers never die, they GOSUB and don't RETURN.
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Re: Ogre3D Dense Forest :
[Re: TheExpert]
#163144
10/26/07 07:54
10/26/07 07:54
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Joined: Apr 2005
Posts: 3,815 Finland
Inestical
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Oookay.. As I said, I don't have the time. Also I would have to dig in to the Dense Forest source and see how it's done there.
We also have C++ (as plugin) or Lite-C on our hands. I see no problem why it couldn't be implemented.
I never knew Acknex could be compared with Crysis, please explain.
"Yesterday was once today's tomorrow."
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Re: Ogre3D Dense Forest :
[Re: Inestical]
#163145
10/26/07 14:57
10/26/07 14:57
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Joined: Nov 2004
Posts: 7,121 Potsdam, Brandenburg, Germany
Machinery_Frank
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Senior Expert
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Posts: 7,121
Potsdam, Brandenburg, Germany
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Lite-C or C++ will not be the problem. We should rather check if gpu instancing is available in A7 or similar tricks they have done. I think we just dont have the knowledge to judge this so it is unfair to say: "It can be done" or "It can't be done"
At the end it is very easy to judge when we see it in real-time as a demo. Everything else is just small talk and probably not helpful as well.
Models, Textures and Games from Dexsoft
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Re: Ogre3D Dense Forest :
[Re: Machinery_Frank]
#163146
10/26/07 18:18
10/26/07 18:18
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Joined: Oct 2004
Posts: 1,856
TheExpert
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Incredible how people don't understant the term TODAY Yeah Lite-C can do it , 3DGS also : ) So DO IT I can bet you within 6 months (perhaps more) , you won't have an editor for terrain as complete as this one and as powerfull ! Yeah make one Crysis level with Lite-c (Lite-C remains 3DGS core engine not comparable to AAA core engines layers implementatiosn to DirectX) Well i stop here , i know the song 3DGS can do it , yeah i know
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