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So how does this look?


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#1 DwarvesH   Members   -  Reputation: 433

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Posted 24 August 2013 - 12:04 PM

Sorry, I couldn't find a better place on the forum to ask for feedback, and since this is the only sub-forum I'm active on... how does this look?

 

http://www.youtube.com/watch?v=n_2_-hvjaxQ

 

Please give honest feedback :).



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#2 Migi0027   Crossbones+   -  Reputation: 1525

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Posted 24 August 2013 - 02:40 PM

Hehe, I like it! biggrin.png

 

Especially your bloom effect.

 

Feedback:

  • Maybe give your grass a random seed for the wind effect, or a seed depending on the nabour.
  • Smooth the terrain where the impact has taken place.

But great work!



#3 yckx   Prime Members   -  Reputation: 1163

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Posted 24 August 2013 - 03:36 PM

I like it :) the one thing that sticks out at me is the texture stretch on the more vertical bits of the ground. Have you looked into triplanar texture mapping?



#4 Tom KQT   Members   -  Reputation: 1541

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Posted 25 August 2013 - 05:36 AM

A little bit weird is that when the rock falls from the sky, it actually creates a piece of perfectly flat ground at the impact point. When it hits a slope, the terrain rises at the lower sides.

 

But other than the already mentioned stuff, it looks nice ;)



#5 Krohm   Crossbones+   -  Reputation: 3017

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Posted 26 August 2013 - 12:10 AM

Pretty good! You know, I never had the time to deal with vegetation so I appreciated it a lot.



#6 DwarvesH   Members   -  Reputation: 433

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Posted 27 August 2013 - 08:49 AM

Thanks for taking a look! And for the kind words!

 

 

Hehe, I like it! biggrin.png

 

Especially your bloom effect.

 

Feedback:

  • Maybe give your grass a random seed for the wind effect, or a seed depending on the nabour.
  • Smooth the terrain where the impact has taken place.

But great work!

 

It is bloom and light shafts if you look in the direction of the sun.

 

Adding grass random seeds seems relatively difficult to do. I did a stress test with a 64 square kilometer map and I had over 166 million bushlets of grass, all saved on disk. The map was around 4 GiB on disk. So I'm hesitant to further increase the storage requirements. What I'll try first is add more types of grass. Instead of using just one, I'll mix it up, and add a different wind speed to each grass type.

 

And smoothing is planned. It is hard to adapt a random free-form terrain to more rigid set constrains to mix it with assets. Minecraft had it easy with the cubes smile.png.

 

A little bit weird is that when the rock falls from the sky, it actually creates a piece of perfectly flat ground at the impact point. When it hits a slope, the terrain rises at the lower sides.

 

But other than the already mentioned stuff, it looks nice ;)

 

I'll try some terrain animation with animated texture change to justify the terrain shape change.

 

 

Pretty good! You know, I never had the time to deal with vegetation so I appreciated it a lot.

 

Grass is very hard to get right. I dread the day I'd want to add some physics response to it.

 



#7 DwarvesH   Members   -  Reputation: 433

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Posted 27 August 2013 - 08:53 AM

I like it smile.png the one thing that sticks out at me is the texture stretch on the more vertical bits of the ground. Have you looked into triplanar texture mapping?

 

Yes, I tried it, but ultimately did not go with it out of two reasons:

  • It did not look good on the move. When deforming the terrain live, with triplanar mapping the terrain looks like it has multiple transparent layers, with some moving, some standing still. It looks weird.
  • Sampler overload. Currently I have 4 diffuse maps to sample and 4 normal maps, with optional levels of anisotropy. Quite the performance hog, and I'm planning to add a 5th material. Adding triplanar mapping greatly reduced performance and with the new material, I'll be over the sampler count.


#8 DwarvesH   Members   -  Reputation: 433

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Posted 07 September 2013 - 02:55 AM

I did some smoothing using a box filter, but I couldn't find yet a method to create perfectly smooth terrain after the deformation, except to smooth the whole thing, which is undesirable. I think I need some slope analysis and do more powerful smoothing the bigger the slope is.

 

You can see a little bit of the smoothing in my latest video:

 

http://www.youtube.com/watch?v=99q6PSEfrDM

 

The smoothing is not that good but good enough for now.

 

But the main question is: how does the physics look?



#9 Migi0027   Crossbones+   -  Reputation: 1525

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Posted 07 September 2013 - 06:18 AM

It looks alright, the only thing I would comment about, is when the huge pillars fall down, they just stop when they hit the floor. There should be some kind of a resultant force acting upon it.

 

But else it is good! happy.png

 

PS. Did you develop it yourself, or is it an external library?



#10 Medo3337   Members   -  Reputation: 665

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Posted 07 September 2013 - 09:01 AM

The camera shaking should be based on the distance from the falling rocks.

 

Why don't you share the EXE? I want to shoot some rocks smile.png



#11 DwarvesH   Members   -  Reputation: 433

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Posted 11 September 2013 - 03:45 AM

It looks alright, the only thing I would comment about, is when the huge pillars fall down, they just stop when they hit the floor. There should be some kind of a resultant force acting upon it.

 

But else it is good! happy.png

 

PS. Did you develop it yourself, or is it an external library?

 

Thank! Actually, the object in that video or not dropping, just popping into existence. I want to add a shader with some nice effects for that, but I have no time right now for pure cosmetic development.

 

For physics I'm using BEPUphysics (http://bepuphysics.codeplex.com/). This handles all the basic stuff, but for a good behaved world I found that I need a lot of extra code to determine insertion position and angle, collision detection and avoidance, response to non-natural physics interaction, application of extra forces and triggers, etc.. Everything is far too math heavy for my tastes but I can manage tongue.png.

 

 

The camera shaking should be based on the distance from the falling rocks.

 

Why don't you share the EXE? I want to shoot some rocks smile.png

 

I do weekly snapshots with the latest and greatest code on my blog: http://dwarvesh.blogspot.com

 

I was going to ask the kind forum here to take a look eventually, especially after snapshot 12 which I plan to make very polished and user friendly, but feel free to take a look right now if you feel like it. You'll need .NET and XNA 4, a XNA HiDef compatible video card. I'll eventually add a version with lover video specs needed. The engine boots up using high quality settings, but you can tweak them from the options menu. The controls are a bit weird with pretty much every key doing and action or having a debug function and Ctrl is as a modifier key. You'll have to wait a few snapshots before I can implement a friendly in game UI. While the in game UI is bad, the modding UI is pretty decent.

 

If you do take a look, please tell me what you think. Starting with if it actually launches or crashes on your system smile.png. And how it performs. On high it can be pretty demanding, I'm struggling to get over 200 FPS on GeForce GTX 660 Ti. On "Ultra" should run at about 130 on such a system in 720p. But setting things to "low" I can run it on an Intel onboard at 640x480 at 60+ FPS, even with a few effects.






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