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Re: What are you working on?
[Re: ratchet]
#416298
01/30/13 10:27
01/30/13 10:27
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Expert
Joined: Mar 2011
Posts: 3,150
Budapest
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beside posting stupid and non-stupid comments on this forum, I just found that I forgot to update my editor's terrain deformation due to A8.40.3 that finally auto-updates hull correctly for all the chunks, so I just modified it to show shading changes also in real time (vertex normals are not auto-updated after deformation): simple brush based height increase, updating normals only in modified area for speed, and then updating existing entity positions manually (it means pressing a hotkey or a button):     adding some noise to a flat surface by selecting a proper brush, a proper area size, and a small enough height adjustment value, then only one click:   nothing really new, just faster and smoother.
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Re: What are you working on?
[Re: PadMalcom]
#416306
01/30/13 12:23
01/30/13 12:23
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Joined: Apr 2008
Posts: 2,488
ratchet
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@Sivan : Yes, that's i think lot more better to work on individual parts ot have lot more speed. Does the terrain neightbours adjust their height smoothly with the chunck you modify ? You should have chunckc with more resolution perhaps ? we see a lot the polygons, just y taste and perhaps your game won't need that ?
@Realspawn : Their was a simple racing game without physic contribution. (But i don't remember where it was). Good work, looks pro.
Last edited by ratchet; 01/30/13 12:26.
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Re: What are you working on?
[Re: ratchet]
#416310
01/30/13 12:40
01/30/13 12:40
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Joined: Mar 2011
Posts: 3,150 Budapest
sivan
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Joined: Mar 2011
Posts: 3,150
Budapest
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every vertices are handled similarly fine, no chunk border problems, it was bad only in A7 (but I had a workaround for it using d3dcomputenormals).
what you see rough is because of vertex distance i.e. terrain resolution. if it is set to denser you can get a much smoother terrain resulting in performance drop (I use 4 tiles as vertex distance i.e. 128 quants which is okay for me). and I used here high raise values to see changes clearly. moreover there is a smoothing option to post process your rough terrain by a few clicks to get something really natural.
Edit: also the selected brush, and the manipulated area size have effect on the final smoothess of distorsion.
Last edited by sivan; 01/30/13 12:48.
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Re: What are you working on?
[Re: sivan]
#416331
01/30/13 14:42
01/30/13 14:42
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Joined: Apr 2008
Posts: 2,488
ratchet
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Yes that's different from indie engines havong some advanced terrain , big and smooth with good frame rate, and you would need the pro version that contains LOD on terrain.
Last edited by ratchet; 01/30/13 14:43.
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Re: What are you working on?
[Re: sivan]
#416374
01/30/13 18:41
01/30/13 18:41
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Joined: Apr 2008
Posts: 2,488
ratchet
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@Realspawn : I just checked your video, good prototype work. -The karts seems tiny compared to road and texture size (or you should make smaller the textures grass on the sides of the road) -The karts seems to be flying ? not enought contact to roda or the shadow is not enought strong or perhaps you could go for real shadow ? Later improvments : make BIG panels showing BIG power up Icons and colorfull. Keep the good work !
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