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Thread: Genesis Device Update 2

  1. #1

    Genesis Device Update 2

    A few weeks have past so a little update about my project is in order . I have been working on foliage. My system has the following features:

    - You can specify an unlimited number of foliage types.
    - Each foliage particale consist of 12 triangles and is randomly generated.
    - The foliage types are randomly distributed according to a coverage maps.
    - The viewdistance edge of the grass is blended to prevent popping of new grass.
    - Uses shaders to simulate wind effects.
    - Can render large ammound of grass (18000 gras particals).

    Ill let the screens do the rest of the talking






    I`m now working on my some post processing effects and plan to release a now demo in about 2 weeks.

    grz

    Luuk

  2. #2

    Genesis Device Update 2

    eh man... that stuff just looks awesome :thumbup:

    But i would really recommend you to add trees and a sun + lens flare

    - The viewdistance edge of the grass is blended to prevent popping of new grass.
    What is 'viewdistance edge'?? :?

    Are you doing this project alone or in a team?? and what kind of game will be created with this??

    I'm looking forward to a demo/more screenies.. but i dont think my machine can handle it. I'd love to see the wind effect in action.
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  3. #3

    Genesis Device Update 2

    Very good looking I might add! How efficient is it?

  4. #4

    Genesis Device Update 2

    very nice
    keep up the good work
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  5. #5

    Genesis Device Update 2

    Looks very good,
    are you using some terrain LOD algorithm (terrain view distance seems a bit low or its just the fog setting?) ?
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  6. #6
    Legendary Member NecroDOME's Avatar
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    Genesis Device Update 2

    grass looks nice
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  7. #7

    Genesis Device Update 2

    Quote Originally Posted by chronozphere
    eh man... that stuff just looks awesome :thumbup:

    But i would really recommend you to add trees and a sun + lens flare
    I'm a believer of lens flare not having a place in games. Lens flare is an artifact of the glass lenses in cameras. If you were really a part of the world, would you be running around with a camera stuck to your face?

    - The viewdistance edge of the grass is blended to prevent popping of new grass.
    What is 'viewdistance edge'?? :?
    It would be like a far clip plane, but instead of it being a sharp cut-off plane, he has blended the grass out over a short distance. We do this in our games by having grass "grow" as it gets closer to you. Some games do it by having the grass fade in the closer it gets. It hides the annoying 'pop' you see when grass or objects suddenly appear as they come into range.

  8. #8

    Genesis Device Update 2

    Thanx for all the nice comments and Sly for awsering some Q`s. To awnser the other Q`s:

    Are you doing this project alone or in a team?? and what kind of game will be created with this??
    I`m working on this project alone and one day hope to create an oblivion like game with it . People (Coders and artists) are welcom to join

    How efficient is it?
    Rendering 150000 triangles (terrain, grass, skydome, water) per frame @ 1280x1024 all effects on using 2x fsaa and 16x aa on a gf6800 @ 30 to 60 fps so pretty efficient I think

    are you using some terrain LOD algorithm (terrain view distance seems a bit low or its just the fog setting?) ?
    I dont use lod for the terrain to avoid nasty popups. I use an octree with horizon culling for the terrain. Viewdistance is about 500 meters. Its not that far, but I think its pretty belanced like it is now.

    Ive uploaded a 1 minute movie to show it in realtime. This was captured using fraps @ 1280*1024. Grass animation is disabled because It still needs some tweaking.

    LowRes (25 mb):
    http://www.sharebigfile.com/file/101...35-1--AVI.html

    HighRes (65 mb):
    http://www.sharebigfile.com/file/101...35-2--AVI.html

    Grz

    Luuk

  9. #9
    Co-Founder / PGD Elder WILL's Avatar
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    Genesis Device Update 2

    Wow, Luuk! You guys are doing an awesome job.

    Very realistic indeed! :thumbup:


    What are the general specs of your development platform? P4 3.06 GHz with the latest and greatest of nVidia cards and 8+ gigs of RAM I'd imagine?


    Also, I'd like permission to post this on my PascalGameDev channel on YouTube. I think this will bring great interest to making games in Pascal if others knew that you could do something like this with the language, libraries and tools.
    Jason McMillen
    Pascal Game Development
    Co-Founder





  10. #10

    Genesis Device Update 2

    Thanx Will.

    I`am designing the engine for the newer hardware range. geforce 6600 and up and the equivelent ATI models. Note that only high end versions will be powerfull ennough. A geforce 7300 wont do much good. My own card is a geforce 6800 abd it runs pretty sollid on that. It will probebly run on lesser top model cards but as time progresses more new features will be added. For CPU I would think a 1.5 ghz and 512 mb of mem should be ennough.

    You can post the movie on your youtube channel.

    Grz

    Luuk

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