Thanks guys!
To clarify, the terrain is a 15 minute piece of work in my test level, the actual game I'm not allowed to show
D.S - I can't show a shot of the vegetation as I'm using speedtree and they don't allow public screenies, however, I can put about 50k trees in the level with a 30% hit on fps. No HDR rendering yet, I think it would look better with hdr as the sun calcs tend to saturate out (maybe I can put in some sort of exposure in the pixel shader?). There is no post process effect here, it's all atm scattering which produces the halo and bloom effect.
What do you mean by more detail on the terrain textures?
M.S. - Thank you, it always makes me feel good when someone compliments my work.
Slin - Hehe, yeah I started using 3dgs in errr 2004ish. I still had that mindset when I approached it again but now I understand a lot more it's actually pretty sweet
Wanna swap scattering for water?
You wait till you see all this in the game, we actually have some very decent and professional looking boned models and buildings. Locoweed (one of the other team members) has been making a lot of progress on gameplay and multiplayer, by the way Loco, you rock! We also have my implementation of A* running in a multi threaded environment, it looks like doing it that way allowed us to do a significant amount of path finding calcs with barely a hit on the frame rate as they are spaced out in 20ms intervals. Oh and another team member wrote a multiplayer dll so our networking is rock solid.
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We're always looking for new team members if anyone is interested, my only way of enticing anyone is to show you what we're doing and that we are a dedicated (4 man) team, which is hard to find these days...
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J