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MystyMoods Performance Pack #172836
12/14/07 23:42
12/14/07 23:42
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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fogman  Offline OP
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Germany
Vulkanware presents the MystyMoods Performance Pack:





Features:

-MystyMood driven, that means all MystyMood features like static FFE shadowmapping for terrains plus:
-Intelligent on the fly LOD system with adjustable fps target
-General objectamount handling for big outdoor levels with high details on fast machines
-Bump, normal or specular mapping
-Bump or Normalmapping on rocks
-Specular or Normalmapping on leaves
-Ultra Scalable from FFE to VS/PS 2.0 through fallbacks and shader LOD
-Enhanced plant models (more polygons for a better look, LOD models for all plants)
-All scripts and models are open source (of course you could send me a cookie)
-It will be released definately, even if I can´t handle all features

[Planned:]
-Ingame lightmapping through Ventilators Plugin (you´ll have to buy the plugin for that feature)
-Vertexshader based wavemoving
-Vertexshader based plants moving (wind)


Here you can see some scenes with normalmapped rocks and plants, realtime reflections and multitextured terrain:

















A shot for all the shader lovers -
with the template bloom (basically it´s the bloom from Phemox):


This runs on an AMD 3400+, Vista, 1024 MB Ram, GeForce8600.
I bet for better framerates when I got more Ram.

There´s a lot of room for improvements. Atm I´m thinking about the best kind of scenemanagement, because it´s not a good solution to run a function for each entity.
I´ll upload a video these days.
These scenes are out of a level that consists three islands with a walkable terrain of ~556000 m².
However, with the last, the biggest terrain, I got my machine down.
When I got smooth framerates you´ll receive the first version of the package. It´s all about time, LOD and when the next public beta arrives.

Thanks to:
Loopix for this great template
Shadow969 for the translation to Lite-C
BoH_Havoc for the normalmapping shader that deals with transparancy
RedPhoenix for

Tools used for that project:
Guess what? A7
MED (mainly for Atlas Mapping, Meshreducing, Subdivision)
WED
Lite-C
The Gimp
Earthsculptor

Hope you like it - or better - I hope it´s useful for some of you.

Last edited by fogman; 12/15/07 14:42.

no science involved
Re: MystyMoods Performance Pack [Re: fogman] #172837
12/15/07 00:11
12/15/07 00:11
Joined: Nov 2004
Posts: 862
Australia
DavidLancaster Offline
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DavidLancaster  Offline
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Posts: 862
Australia
That drives me to ask a question as I didn't realise you could animate grass/plants with vertex shaders. Would it be more efficient performance wise to do that than to attach a bone to the grass and move it around that way?

Great job! This pack looks great

Re: MystyMoods Performance Pack [Re: DavidLancaster] #172838
12/15/07 03:52
12/15/07 03:52
Joined: Feb 2006
Posts: 2,185
mpdeveloper_B Offline
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mpdeveloper_B  Offline
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actually, i think the latter would be because vertex shaders have to continually calculate the mesh as well as deform the mesh every frame which may produce a very small performance drop, but it also depends on c-script(or lite-c)'s processing speed


- aka Manslayer101
Re: MystyMoods Performance Pack [Re: DavidLancaster] #172839
12/15/07 08:57
12/15/07 08:57
Joined: Jan 2004
Posts: 3,023
The Netherlands
Helghast Offline
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Helghast  Offline
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Posts: 3,023
The Netherlands
Quote:

That drives me to ask a question as I didn't realise you could animate grass/plants with vertex shaders. Would it be more efficient performance wise to do that than to attach a bone to the grass and move it around that way?

Great job! This pack looks great




Bones are real slow anyway, so i'd say yes, shaders would run this loads faster...

regards,


Formerly known as dennis_fantasy
Portfolio - http://www.designorhea.com/
Project - http://randomchance.cherrygames.org/
Re: MystyMoods Performance Pack [Re: Helghast] #172840
12/15/07 11:46
12/15/07 11:46
Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
Pappenheimer Offline
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Pappenheimer  Offline
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Joined: Sep 2003
Posts: 5,900
Bielefeld, Germany
This sounds fantastic, fogman!

Performance is always the main concern of us who want to make money out of our games!

Relating ventilator's plugin, I'm willing to support you with all scripts and knowledge that I got while working with it!

Re: MystyMoods Performance Pack [Re: Pappenheimer] #172841
12/15/07 12:35
12/15/07 12:35
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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Quote:

Would it be more efficient performance wise to do that than to attach a bone to the grass and move it around that way?





I _guess_ it will be faster, so I like to try it.


no science involved
Re: MystyMoods Performance Pack [Re: fogman] #172842
12/15/07 13:43
12/15/07 13:43
Joined: Jul 2006
Posts: 503
Australia
A
adoado Offline

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adoado  Offline

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Posts: 503
Australia
Wouldn't using vertex shaders be faster? That way the majority of the animating is done on the GPU, rather than the CPU?

Anyways, AMAZING PICS! That shot of the small island in the distance is my favourite Those screenshots look awesome ^^

Thanks,
Adoado


Visit our development blog: http://yellloh.com
Re: MystyMoods Performance Pack [Re: adoado] #172843
12/15/07 13:49
12/15/07 13:49
Joined: Jun 2005
Posts: 4,875
broozar Offline
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broozar  Offline
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"Shadow mapping on any object"
how come i can't see it? did you disable it for performance reasons? and if so, how much would the performance suffer from it?

Re: MystyMoods Performance Pack [Re: broozar] #172844
12/15/07 14:37
12/15/07 14:37
Joined: Apr 2006
Posts: 1,551
Netherlands
D3D Offline
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D3D  Offline
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Posts: 1,551
Netherlands
Curious how the pack will run on my Q6600, 2GB 1066Mhz PC8500, SAS, Geforce 8800GTX


smile
Re: MystyMoods Performance Pack [Re: broozar] #172845
12/15/07 14:44
12/15/07 14:44
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline OP
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fogman  Offline OP
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Quote:

"Shadow mapping on any object"





Sorry, this was a big bad typo.
I´ll try to combine vents shadows with an ingame lightmapper and shaders.
So this feature is actually planned, but not developed.


no science involved
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