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Re: displacement mapping terrain test [Re: Captain_Kiyaku] #103368
01/02/07 09:14
01/02/07 09:14
Joined: Oct 2002
Posts: 8,939
planet.earth
ello Offline
Senior Expert
ello  Offline
Senior Expert

Joined: Oct 2002
Posts: 8,939
planet.earth
pretty cool

Re: displacement mapping terrain test [Re: ello] #103369
01/02/07 15:09
01/02/07 15:09
Joined: May 2002
Posts: 2,541
Berlin
EX Citer Offline
Expert
EX Citer  Offline
Expert

Joined: May 2002
Posts: 2,541
Berlin
Hmmm... very interesting. Looks indeed unique. I wonder how it looks in motion. Does that ripple on the terrain changes with every frame, or is it realy 3D (instead of some noise).

EDIT: I read the first post again. I guess itīs realy 3D and these are realy vertices(?) In that case that are alot of vertices for a terrain, so the frame rate is somewhere is the nirvana I guess.

Last edited by EX Citer; 01/02/07 15:12.

:L
Re: displacement mapping terrain test [Re: EX Citer] #103370
01/03/07 15:06
01/03/07 15:06
Joined: Jan 2003
Posts: 4,615
Cambridge
Joey Offline
Expert
Joey  Offline
Expert

Joined: Jan 2003
Posts: 4,615
Cambridge
i suppose it's a perlin noise? how do you calculate that in real-time? do you have any memory buffers for the multiple 2d mesh or is there an equation where you get a two-dimensional permutation?

Re: displacement mapping terrain test [Re: Joey] #103371
01/03/07 23:04
01/03/07 23:04
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
displacement mapping for terrain ???
it is already used in some sort with height maps

i don't see the interest of that thing , and some engines have real LOD
terrains already : ogre3D, irrlicht , Guild Wars engine , Far Cry ...

but if you can create somthing new, very usefull, fast and with LOD ??
or it's just experimenting ??

Re: displacement mapping terrain test [Re: TheExpert] #103372
01/03/07 23:22
01/03/07 23:22
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

I guess itīs realy 3D and these are realy vertices(?) In that case that are alot of vertices for a terrain, so the frame rate is somewhere is the nirvana I guess.




Quote:

i don't see the interest of that thing , and some engines have real LOD
terrains already : ogre3D, irrlicht , Guild Wars engine , Far Cry ...

but if you can create somthing new, very usefull, fast and with LOD ??
or it's just experimenting ??




Yes it's fully 3d. There is LOD applied, runs about 70+ fps.

I solved the seams problems, now the main problem is coming with a method of collision...


Sphere Engine--the premier A6 graphics plugin.
Re: displacement mapping terrain test [Re: Matt_Aufderheide] #103373
01/04/07 16:25
01/04/07 16:25
Joined: Jul 2002
Posts: 2,002
Europe
ShoreVietam Offline
Expert
ShoreVietam  Offline
Expert

Joined: Jul 2002
Posts: 2,002
Europe
Now I looked up what that actually is..

Ineresting, I think most useful to render Images?


My project Schlacht um Kyoto - Das Samurai Browsergame! (sorry, german only)
Re: displacement mapping terrain test [Re: ShoreVietam] #103374
01/05/07 12:18
01/05/07 12:18
Joined: Jun 2005
Posts: 656
G
Grafton Offline
User
Grafton  Offline
User
G

Joined: Jun 2005
Posts: 656
Cool Matt!
I am glad to see you developing sphere even further!


Not two, not one.
Re: displacement mapping terrain test [Re: Grafton] #103375
01/06/07 11:23
01/06/07 11:23
Joined: Mar 2006
Posts: 3,538
WA, Australia
J
JibbSmart Offline
Expert
JibbSmart  Offline
Expert
J

Joined: Mar 2006
Posts: 3,538
WA, Australia
i feel like i understand. it makes perfect sense. but i think i must be wrong because people seem to misunderstand a lot.

correct me if i'm wrong, but:
a height map (greyscale image) and a displacement vertex shader are applied to a grid of models, themselves each being grids of varying polycounts inversely proportionate to their distances from the camera, all lined up together to make up a huge terrain, and by applying the same shader to lower poly models, it basically creates a lower poly version of the same thing (hence the lower poly distant terrains), so if u could get collision working this could result in ridiculously large, high-poly terrains running beautifully and quickly in realtime?

i love it. i am really impressed.

i cant wait to see a demo of it in use.

julz

Re: displacement mapping terrain test [Re: JibbSmart] #103376
01/09/07 11:24
01/09/07 11:24
Joined: Oct 2003
Posts: 4,131
M
Matt_Aufderheide Offline OP
Expert
Matt_Aufderheide  Offline OP
Expert
M

Joined: Oct 2003
Posts: 4,131
Quote:

so if u could get collision working this could result in ridiculously large, high-poly terrains running beautifully and quickly in realtime?





Yes you are exactly right...


Sphere Engine--the premier A6 graphics plugin.
Re: displacement mapping terrain test [Re: Matt_Aufderheide] #103377
01/21/07 11:18
01/21/07 11:18
Joined: Sep 2003
Posts: 271
Germany
Chris3D Offline
Member
Chris3D  Offline
Member

Joined: Sep 2003
Posts: 271
Germany
Hi Matt,

I know a method to get the collision working for the terrain...It would be nice if you share the displacement vertex shader.

Greetings
Chris

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