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TheLastOfUs

Member Since 31 Oct 2013
Offline Last Active Feb 09 2014 09:11 PM

Topics I've Started

Assassin's Creed IV: Black Flag Ocean Technology Talk

02 February 2014 - 10:35 PM

I read FXGuide's Assassin's Creed III tech article. Loved it - but nothing really goes in depth to currently one of the best looking oceans for the PC platform in the shape of Black Flag.

 

Question for the experts -

 

How did they do the water? I read several SIGGRAPH papers and stuff on fluid dynamics. Did they use a "mesh" which had physics based wave frequency equations built in? If no one knows - mind telling me the most common way one makes a realistic ocean with beautiful colors like Black Flag?

 

Also what exactly are "shaders". I'm guessing it's a programmed script that draws pixels in a specific way...but can someone explain how "shallow water shaders" are more "advanced" in the next-gen version of this game?

 

Thank you,

 

Michael


Why did Unreal Engine 4 remove Global Illumination and SVOxel?

31 October 2013 - 05:38 PM

Why did Unreal Engine 4 remove Global Illumination?


What on earth is Far Cry 3's Deferred Radiance Transfer ?

31 October 2013 - 05:32 PM

an someone be kind enough and explain their GDC slide to me:

 

http://fileadmin.cs.lth.se/cs/Education/EDAN35/lectures/L10b-Nikolay_DRTV.pdf

 

I just need a nice detailed description of what the system essentially is with their "probes"

 

From what I gathered...they use spherical harmonics to deduce irradiance in a scene, and the dynamic objects sample nearby probes - using a sort of voxel cone tracing on the camera which calculates for X+1 and Y-1 shift so that they don't have to essentially render every probe outside of players view?

 

Please note, I am not a game programmer..nor do I want to be one. I am just a consumer trying to gain better understanding so that I can keep up with Current Gen vs Next Gen etc


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