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Thread: Real Relief

  1. #51

    Real Relief

    Thats crazy! Absolutely awesome
    <a href="http://www.greatgamesexperiment.com/game/Valgard/?utm_source=gge&amp;utm_medium=badge_game"><img border="0" alt="GGE" title="GGE" src="http://static.greatgamesexperiment.com/badge/game/valgard/gge400x56.png"></a>

  2. #52

    Real Relief

    indeed, quite stunning :shock:

  3. #53
    Co-Founder / PGD Elder WILL's Avatar
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    Real Relief

    Wolfenstein 4D anybody?
    Jason McMillen
    Pascal Game Development
    Co-Founder





  4. #54

    Real Relief

    Roman do you have there some time-doubling machine or what? May I ask how much time daily you spend on coding?
    If you finish your editor (include some textures) I will gladly make some level for it. However I was working only on maps from Doom 1/2, Heretic 1/2, Hexen (my favourite game and Quake 3 so I don't know how map making changed since that times.

  5. #55

    Real Relief

    I occasionally need to remind Roman, that he needs to take it easy.
    <br /><br />There are a lot of people who are dead while they are still alive. I want to be alive until the day I die.<br />-= Paulo Coelho =-

  6. #56
    Legendary Member NecroDOME's Avatar
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    Real Relief

    You could make the walls that don't require that much detail just flat and when you come close you could make them relief mapped.

    (sorry, didn't had much time last 2 day's to follow this thread - busy with Uber Zombie )

    EDIT:
    @Luuk van Venrooij
    Look neat, you planning to actually add wolfenstein enemys (sprites)? You should also implement MegaTextures (id Tech 5 uses them ) It's per-triangle unique texture.

    This would be next-gen wolfenstein 3D
    NecroSOFT - End of line -

  7. #57

    Real Relief

    I did always believe this approach is better.
    The bump-mapping and other "fake" techniques require a ton of extra calculations per vertex, the same power could be put to much better use.

  8. #58

    Real Relief

    That looks absolutely stunning... great work :thumbup:

    I always believed that shaders where faster for these effects, because where a lot more flexible then any fixed-function approach. But i guess this proves the opposite. Speaking of that, has anyone compared the speeds of these techniques yet?? :razz:

    I assume that bumpmapping makes heavy use of pixelshaders, since these are executed far more often than Vertexshaders, this would decrease the performance significantly. This brute force approach might be faster, but i think the visual quality and the polycount should be well-balanced in order to gain some good speed.

    @Luuk van venrooij: I'm also very curioous about the polycounts you are getting (let's say for 1 side of the cube in that screenshot)?

    Keep up the good work
    Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.

  9. #59

    Real Relief

    I downloaded the single surface demo he put together and it was roughly 113k polygons just for that one surface. That's a pretty high polygon scene there.

  10. #60
    Legendary Member NecroDOME's Avatar
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    Real Relief

    The best and fastest way is just to model it. This way you can remove unwanted triangles and still have a nice result. Unreal 2003/2004 makes use of this and it looks great! But no every big company uses shaders indicating that thats the best way to do it on modern hardware (sorry Chebmaster).

    An other thing: shadowing. Try making a 10k object cast shadows! it will work, but I think you need a nVidia Uber something to render it at a decent fps!

    If some one can tell me why many triangles is better (and gives better result!), plz tell me. I'm sure shaders (more vertex caluclation) with the correct models (les triangles) IS faster!
    NecroSOFT - End of line -

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