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Re: Realistic Clouds [Re: jweb] #58708
11/16/05 18:52
11/16/05 18:52
Joined: Oct 2001
Posts: 1,285
USA
Guardian Offline
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Guardian  Offline
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Joined: Oct 2001
Posts: 1,285
USA
Hi guys, I played with the cloud sprites and code a bit here's a shot of the cloud I put together. Here is a link to the altered code and sprites.

http://home.att.net/~arcfire/shot_0.jpg

File size is about 189 kb very small includes some models, sprites, and eddited code, and one code fix.
http://home.att.net/~arcfire/cloudsadd.zip

I tried to add back some of the movement to the clouds so some of the code can be removed as it didn't work as I wanted.

I think it might be better anyway to try to move the clouds individually and script some kind of flocking ai for more real cloud movement without loss of fps.

Cool stuff thanks Marky Mark.


Guardian

Last edited by Guardian; 11/17/05 03:58.

Guardian

Game Models
Re: Realistic Clouds [Re: jweb] #58709
11/16/05 22:05
11/16/05 22:05
Joined: Jul 2002
Posts: 857
Québec
Marky Mark Offline OP
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Marky Mark  Offline OP
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Joined: Jul 2002
Posts: 857
Québec
thank you for your comments. Its hard to get a lot of fps with the "particle clouds". Try changing my.size, wich is the size of the sprite.


Yeah! IE sucks, use Mozilla...
Marc Rémillard.
Re: Realistic Clouds [Re: Marky Mark] #58710
11/16/05 22:13
11/16/05 22:13
Joined: Jul 2002
Posts: 857
Québec
Marky Mark Offline OP
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Marky Mark  Offline OP
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Posts: 857
Québec
@Guardian: nice cloud, but i'm getting like under 2 fps....


Yeah! IE sucks, use Mozilla...
Marc Rémillard.
Re: Realistic Clouds [Re: Marky Mark] #58711
11/16/05 22:14
11/16/05 22:14
Joined: Jul 2002
Posts: 857
Québec
Marky Mark Offline OP
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Marky Mark  Offline OP
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Posts: 857
Québec
Btw, the "model" cloud gets transparent, and he's not affected by the sunlights or other lights, to keep his color.


Yeah! IE sucks, use Mozilla...
Marc Rémillard.
Re: Realistic Clouds [Re: Marky Mark] #58712
11/17/05 01:37
11/17/05 01:37
Joined: Oct 2001
Posts: 1,285
USA
Guardian Offline
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Guardian  Offline
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Joined: Oct 2001
Posts: 1,285
USA
Hi Marky Mark, yes the model I made was overkill (file size/faces) but on my system is still getting 30 fps. I added a third or middle sprite to the code which if turned off should increase fps. The model itseft could have half as many cubes and look the same. I still don't know what I'm doing yet . As for sprite color I colored the sprites themselves in the screen shot.

I also added randomness to sprite size which I think looks nice.

Thanks again for the code and exaple level, this is fun stuff.


Guardian

PS: I also turned off the standard background horizon.pcx not sure if this helps with fps.

Edit: Ok I found an error in what I uploaded the code my.skill1 = 0; should be commented out. That should return frame rate to correct levels. I'll update my zip file.



Last edited by Guardian; 11/17/05 03:42.

Guardian

Game Models
Re: Realistic Clouds [Re: Guardian] #58713
11/17/05 05:26
11/17/05 05:26
Joined: Jul 2002
Posts: 857
Québec
Marky Mark Offline OP
User
Marky Mark  Offline OP
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Joined: Jul 2002
Posts: 857
Québec
Ok im getting some more FPS... but yeah it's my computer.. buying more RAM will certainly help


Yeah! IE sucks, use Mozilla...
Marc Rémillard.
Re: Realistic Clouds [Re: Marky Mark] #58714
11/17/05 21:12
11/17/05 21:12
Joined: Apr 2002
Posts: 1,246
ny
jumpman Offline
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jumpman  Offline
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Posts: 1,246
ny
Since the game is all about storm chasing, then imo I'd rather have the clouds cause the FPS problem instead of say the player models, or even the landscape (wierd preference, I know).

Ive tried to do a much simpler code with moving clouds, and from that result you can get either

1. AWSOME looking clouds, horrible framerate. With these clouds using several sprites to comprise the clouds.

or

2. HORRIBLE looking clouds, awsome framerate

The only problem you have is something that is generally a problem altogether, and thats lots of transparent sprites in front and behind each other (overdraw).

Re: Realistic Clouds [Re: jumpman] #58715
11/17/05 21:46
11/17/05 21:46
Joined: Jan 2003
Posts: 1,142
California
Daedelus Offline
Senior Developer
Daedelus  Offline
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Posts: 1,142
California
This effect is very nice but there is definitely noticeable frame loss in camera view.
It might be a big drawback on a "pos" system such as mine if multiple clouds are placed in the level or if its used in large outdoor levels.
Right now, I just use a secondary skycube layer for moving clouds with nearly 0 frame loss. (poorman's clouds)


Formula Games - A place to buy and sell Indie games.
Re: Realistic Clouds [Re: Daedelus] #58716
11/18/05 00:55
11/18/05 00:55
Joined: Jul 2002
Posts: 857
Québec
Marky Mark Offline OP
User
Marky Mark  Offline OP
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Joined: Jul 2002
Posts: 857
Québec
Yeah, but in a storm chasing game, I want to have 3d clouds, not only a layer on the sky.

About the jumpman's post, I agree with you, its poor clouds and good fps, or good clouds and poor fps

Last edited by Marky Mark; 11/18/05 00:55.

Yeah! IE sucks, use Mozilla...
Marc Rémillard.
Re: Realistic Clouds [Re: Marky Mark] #58717
11/19/05 18:08
11/19/05 18:08
Joined: Jul 2001
Posts: 6,904
H
HeelX Offline
Senior Expert
HeelX  Offline
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H

Joined: Jul 2001
Posts: 6,904
The real problem is that you have to do the whole particle cloud with a less amount of particles now to fit a good FPS. Plus: You need to have managed code. I mean, you need to have a function that organizes the clouds.. so to say doing LOD and removing/adding new clouds.

Perhaps you should go the way bupaje told in the other thread. I think, the Microsoft guys created an own speedy cloud-engine.. or something. I disagree with bupaje that when you are doing those "blops" that you need high poly amount, because clouds are always a bit farther away Or you do your clouds out from so called "cloud shapes/forms".

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