http://www.sibvrv.com/
Real Relief simple not optimized but work
Works fine on nVidia Geforce MX 440 and above.
Keys:
WASD - Movements,
F - FlashLight,
lesft mouse button and drag - Turn camera
any coments are welcome
http://www.sibvrv.com/
Real Relief simple not optimized but work
Works fine on nVidia Geforce MX 440 and above.
Keys:
WASD - Movements,
F - FlashLight,
lesft mouse button and drag - Turn camera
any coments are welcome
While it was choppy at best, it ran fine on my POS system. Specs as follows:
Dell INSPIRON 4100
PIII 1Ghz
ATI Mobility video card (no shader support)
768Mb ram
As I said, it was choppy but at least it ran .
- Jeremy
http://www.eonclash.com/
That sure is looking really nice!
Welcome to PGD btw
I've been excited by the prospect of this technique since I saw Doom3 running with relief mapping enabled.. very cool.
This was done using Pascal and OpenGL?
After playing with your textures a little, I'm of the conclusion that *This* is the future of high detail meshes. As soon as common or garden graphics cards can handle it that is ;-)
That looks great
I noticed two things while moving through the enviroment:
> Somehow the camera control with the mouse works annoying.
If i want to turn my camera, my mouse cannot go further to the left/right.
I should make it more sensitive.
> The occlusion culling system has some glitches. When i walked into a "dead end" and managed to look back, i saw a large black gap just around the corner. You should take a look at this.
But i do like the bumpmapping very much.
It works on my system:
Vista Ultimate
AMD 64X2 5400+
2Gig RAM
Geforce 8600GT
Good luck. Hope to see more of this.
Coders rule nr 1: Face ur bugz.. dont cage them with code, kill'em with ur cursor.
The effect is nice looking, but I think it provides a little too much depth to things like the rocks. About half that is more realistic, as I've never seen a rock wall that juts that much. I have seen several rock walls that have half that much variance though, and the bricks are a little too far out as well. Other than the subtle things, the overall algorithm makes a nice effect.
Slightly choppy, but a workable 74FPS on:
AMD 4800+ X2 64
XFX 8600GTS 256MB
2GB 6400 G.SKILL RAM
Chronzo, the mouse does a click-turn, click-stay style manner of looking. So click and look, then click and recenter your mouse. A little tedious, yes, but better than nothing.
for chronozphere
yes i know about it i dont have free time to finish it. this is simple maze cullingThe occlusion culling system has some glitches. When i walked into a "dead end" and managed to look back, i saw a large black gap just around the corner. You should take a look at this.
for savage
Hi Dominique, iam back to my city ~1 sept i dont have normal network here to post my version of quake to delphi... i have added Half life maps and some effects
for jasonf
Yes YEs Yes only pascal but with asmThis was done using Pascal and OpenGL?
for Robert Kosek,
i only show the way to render real relief on very slow GPU without any of shaders and bump mapping. i have created this demo on my very slow computer :
Intel (32 bit) 1 Ghz 512 Mb Ram
nVidia Gf MX 440
and on my video board the FPS is 13-20.
and i have tested it on this machine in VMwave ~ 2 FPS
with video board GFfx 6600 > 250fps...
may be VSync is enabled on your board ?
Would it be difficult to apply a masked reflection map to a relief mapped surface?...
That would be amazing... Imagine, a texture with metal pipes on a brick wall, some parts of the bricks are wet because of leaky pipes.. the pipes are mostly shiny but near to the joints they're corroded. All of this with 2 polygons, 3 textures, 1 environment map (if not calculated at runtime) and a load of processing and if done well, almost photo realistic levels.
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