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6 registered members (hast29, Volkovstudio, TipmyPip, Quad, AndrewAMD, 1 invisible),
5,070
guests, and 2
spiders. |
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Key:
Admin,
Global Mod,
Mod
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Re: What are you working on?
[Re: Kartoffel]
#428119
08/18/13 10:35
08/18/13 10:35
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Joined: Apr 2005
Posts: 3,076 Germany, NRW
rvL_eXile

3D Artist
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3D Artist
Joined: Apr 2005
Posts: 3,076
Germany, NRW
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Some Progress: 
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: What are you working on?
[Re: jenGs]
#428120
08/18/13 11:42
08/18/13 11:42
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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Working on Voxel Terrain in GS. There is a lot of things on the todo list, but the base is now working. It is surprisingly fast (without the video capturing software in the background). Looks really awesome! What about different textures? I think a multitexturing shader would give the terrain the needed look. What method do you use to create the mesh for the terrain? Cube marching?
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Re: What are you working on?
[Re: MasterQ32]
#428133
08/18/13 16:47
08/18/13 16:47
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Joined: Jul 2010
Posts: 283 Germany
jenGs
Member
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Member
Joined: Jul 2010
Posts: 283
Germany
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Looks really awesome! What about different textures? I think a multitexturing shader would give the terrain the needed look.
What method do you use to create the mesh for the terrain? Cube marching?
Procedure for my voxel terrain: - Donwloaded a licensfree edgetable. - curse 3d gamestudio for not supporting initialising of multidimensional arrays - load edge table and tri table from file - use as less structs and objects for triangle creation as possible. So I modified the marching cube lookup procedure to make is faster and onliy using Lite-C predefined structs like Vector. Ok the stack is pretty full for some moments. - every chunk has it's own grid, to reduce the array size. I am working on a better method to save the voxel-data (volume textures) - I let Directx calculate the normals, that saves calculation time in the mesh creation itself. - There is a great inbuild vertex welding function in directx wich works very fast and very reliable (not in the video) - Using the Dynamic model to (re)-construct the mesh. - At the moment I am using a simple triplanar texturing shader. Later when I am solved the other problems, I will write a more advanced shader, like the thing in the c4 engine.
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Re: What are you working on?
[Re: PadMalcom]
#428136
08/18/13 19:00
08/18/13 19:00
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Joined: Dec 2008
Posts: 1,218 Germany
Rackscha
Serious User
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Serious User
Joined: Dec 2008
Posts: 1,218
Germany
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@JenGS: Really impressive o.O Hope to see more. Do you plan on releasing it?(i.e. as part of TUST?)
PS: How long did it take to implement? PSS: I like how Voxelterrains are used more and more.
MY Website with news of my projects: (for example my current Muliplayer Bomberman, GenesisPrecompiler for LiteC and TileMaster, an easy to use Tile editor) Sparetime-Development
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Re: What are you working on?
[Re: Rackscha]
#428138
08/18/13 20:17
08/18/13 20:17
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Joined: Nov 2007
Posts: 2,568 Germany, BW, Stuttgart
MasterQ32
Expert
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Expert
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
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I would also like to see your Terrain Engine in TUST. For the connected chunks you can take a look at Kubus. It has a complete voxel chunk system like minecraft and supports huge voxel fields... Also i got some good ideas of implementing multitexturing into it. PS: You can enable welding and normal calculations in DynamicModels Docs on how
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Re: What are you working on?
[Re: MasterQ32]
#428147
08/18/13 23:15
08/18/13 23:15
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Joined: May 2010
Posts: 117 Germany , Dortmund
Bone
Member
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Member
Joined: May 2010
Posts: 117
Germany , Dortmund
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- There is a great inbuild vertex welding function in directx wich works very fast and very reliable I'm interested in this. Whats the name of the function?
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Re: What are you working on?
[Re: Bone]
#428148
08/19/13 01:09
08/19/13 01:09
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Joined: Jul 2010
Posts: 283 Germany
jenGs
Member
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Member
Joined: Jul 2010
Posts: 283
Germany
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@Rackscha Yes I will release it for free, but give me some time to solve the iusses with it. I worked on it for a week. It is not too complex code, the tricky part is to reduce the memory usage. @MasterQ32 Ha, didn't saw that. Does the welding has a tolerance? @Bone For the ease of use I use the function in a DLL for now, but I think you can just add it to the d3d9.h header file. Don't forget to implement the used structs too. function: msdn - link edit: D3DXWeldVertices(LPD3DXMESH pMesh, DWORD Flags, D3DXWELDEPSILONS *pEpsilons, DWORD *pAdjacencyIn, DWORD *pAdjacencyOut,DWORD *pFaceRemap, LPD3DXBUFFER *ppVertexRemap);
Last edited by jenGs; 08/19/13 01:20.
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