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Re: Procedural stuff game? VIDEOS!
[Re: Hitsch]
#266689
05/19/09 08:05
05/19/09 08:05
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Expert
Joined: Jun 2006
Posts: 2,640
Earth
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I really like this project. don't stop! I downloaded the demo as well, it's very cool. especially on the structure + texture side... it's such a complex structure, but I still can't see any seams... very cool. What would be nice would be a demo with more adjustable parameters. i have no idea how all this works, but you do have some sort of primitve or sets of parameters that make sure the path is always correctly formed, right? if the user could adjust that, I'd really like it
~"I never let school interfere with my education"~ -Mark Twain
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CLOUDS! Procedural stuff game?
[Re: Germanunkol]
#270998
06/10/09 19:22
06/10/09 19:22
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Joined: Sep 2002
Posts: 1,604 Deutschland
ChrisB
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Posts: 1,604
Deutschland
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Hi, its me again. I worked a bit on some volumetric clouds for the game, they are completely dynamic. I think they already look good enough to show them, though there are still many issues, like the shading which must be better (currently its just tracing upwards, if it hits another cloud it get shaded darker). (i know there are some sorting errors, but i will not change it as this would require to much cpu power) The clouds consists of several thousands of billboards, which is not that a big problem itself but because of the alphablending it really hurts the fillrate (i hope i can solve this with rendering the clouds to a smaller rendertarget seperatly). Some screenshots: (note, the clouds doesnt get counted in the vertexes and polygon numbers) taken on a PentiumD 820, Geforce6600GT using a different texture: more screenshots on my website. Finally something for the scientist of you: For simulating a cloud physical correct you have to calculate every 0.01mm thick waterdrop. Because this would be to much work i don't do that. My method is way faster than the physical approach. In numbers: (Don't take the numbers to serious) greets Chrisb
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Re: CLOUDS! Procedural stuff game?
[Re: ChrisB]
#271024
06/10/09 20:35
06/10/09 20:35
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Joined: Jan 2003
Posts: 4,615 Cambridge
Joey
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Cambridge
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Finally something for the scientist of you: For simulating a cloud physical correct you have to calculate every 0.01mm thick waterdrop. Because this would be to much work i don't do that. lol
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Re: CLOUDS! Procedural stuff game?
[Re: Joey]
#271027
06/10/09 20:47
06/10/09 20:47
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Joined: Apr 2009
Posts: 298 Southern Oceans
KiwiBoy
Member
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Member
Joined: Apr 2009
Posts: 298
Southern Oceans
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im so in love with your tower concept I have to make one like it Do you use small sprites with roll to layer your clouds? Would small animated ones drag too much do you think?
Use the 'manual' Luke, the manual is your friend. 'Self reminder' My WebPage
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Procedural stuff game?, getting closer to insane scale
[Re: KiwiBoy]
#284133
08/11/09 20:45
08/11/09 20:45
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Joined: Sep 2002
Posts: 1,604 Deutschland
ChrisB
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Hi, just a small update this time, mainly a tribute to the 4gb ram upgrade. I'm currently trying to increase the "omg, this is huge"-feeling and added a simple landscape and made the tower 5 times larger. It is as detailed as before but uses 4 lod steps. The voxel map of the tower is 256*256*2560 big. more screenshots Next task is to add some sort of atmospheric scattering to the shading to get rid of the simple blue fog. I've also added a .wmb level output (a7.7 format, works with lite-c), though lite-c seems not to be able to load levels with millions of triangles. Here some screenshots of a smaller tower in lite-c: (lite-c is cheating on the number of tris in the depug display, the level consist of twice as much) (its also possible to export lod-meshes which are much more optimized) You can also download the level: level_1.rar simply open it with acknex.exe, or load it with a script. As the geometrie gets calculated via several shaders i originally planed to take part at the shader contest. Though i think i won't get many votes with this as it is not a shader to create fancy looking surfaces or a complete easy to include shader package. For most of the user its simply useless.
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Re: Procedural stuff game?, getting closer to insane scale
[Re: ChrisB]
#284135
08/11/09 21:13
08/11/09 21:13
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Posts: 2,640
Earth
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omg, this is huge... :P nice work... I'd like to see more rounded edges at the top though -> the transition from rock to grass is much too sudden in my oppinion. Also, when will you make a game of this?
~"I never let school interfere with my education"~ -Mark Twain
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Procedural stuff, better then green dutch stuff
[Re: Germanunkol]
#309211
02/07/10 23:18
02/07/10 23:18
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Joined: Sep 2002
Posts: 1,604 Deutschland
ChrisB
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OP
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Posts: 1,604
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Chicken chicken chicken chicken chicken chicken Chicken chicken chicken chicken. Chicken chicken! Chicken chicken chicken chicken chicken chicken chicken chicken chicken chicken chicken chicken chicken chicken chicken chicken, chicken chicken chicken chicken Chicken chicken chicken chicken chicken. Chicken chicken chicken chicken chicken chicken chicken chicken chicken! 30 chicken chicken chicken chicken chicken chicken chicken 0.5-1 chicken chicken chicken chicken! Chicken chicken chicken! Chicken chicken chicken chicken chicken? Chicken chicken?
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Re: Procedural stuff, better then green dutch stuff
[Re: ChrisB]
#309254
02/08/10 08:21
02/08/10 08:21
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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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chicken? oh YEAH CHICKEN !!!! Great Stuff! cYa Sebastian
Tutorials: [Blender]Terrain creation ENG/GER [Blender]Low Poly Tree Modeling [GIMP]Create a Texture for Terrains CLICK HERE
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Re: Procedural stuff, better then green dutch stuff
[Re: rvL_eXile]
#309618
02/10/10 11:16
02/10/10 11:16
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Joined: Jun 2006
Posts: 2,640 Earth
Germanunkol
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Totally love it!
Still I would like to see this used in a game. Procedural asteroids is something I could really use for my project atm. Or a procedural world, maybe with less detail. Or a procedural mountain with caves in it...
Of course, I have no idea about this stuff, so I don't know if any of the above is realistic. Are you going to make a game with it? or are you just messing around for fun atm?
Great progress, the lod-steps seem to work real nice...
~"I never let school interfere with my education"~ -Mark Twain
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