Ep's tool-dev diary

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eppo
August 04, 2021
Subdivision landscaping ~ pt. 2: collision detection and pathfinding

I've been experimenting with the ‘Quad Remesher’ plugin from https://exoside.com/quadremesher/ to be able to quickly turn a set of overlapping box meshes into a single quad mesh:
 

this thing


Their algorithm doesn't solve intersections in the geometry - it only re-topologizes the individual piece…

28,261 views
eppo
August 04, 2021
Subdivision landscaping ~ pt. 1: modeling & rendering

For this project (an RTS game) I wanted to see if I could model all level terrain as a subdivision mesh.
I did try this before, but ran into the issue of the terrain appearing too lo-res and featureless in-game and textures not looking great around UV seam areas:
 

this thingnot looking great


Thes…

3,534 views
eppo
April 23, 2017
Hamster and the drone factory

In the game, transportation of goods is handled by little drones you can build/purchase at factories located across the map. You don't control these directly, so it'll require some pathfinding to get them around.

Because the map is too large to cover with a (dense enough) regular grid, I generate a …

1,976 views
eppo
October 20, 2016
Renderer bells & whistles ~ pt. 2

Hello.

Finally some dynamic indirect lighting in the renderer!

[media][/media]

(this uses a single ambient light source (an environment map) only)

It's fairly lo-res, but it's good for things like "walking through a dark cave" or "a giant spaceship hanging overhead".

On the cpu side, I look for a d…

3,742 views
eppo
April 15, 2016
Translucency maps

Hello,

A while ago I fiddled a bit with an offline translucency technique as discussed here: https://www.gamedev.net/topic/653094-baking-a-local-thickness-map/. Never officially made it part of the baking pipeline, even though it should only be a small extension - still just flip and ray test those…

3,167 views
eppo
March 31, 2016
Renderer bells and whistles

Hello again,

Updated my lightmapper to bake full indirect diffuse as opposed to only an ambient occlusion term. It now also captures a viewpoint dependent occlusion mask that lets the environment cast a silhouette onto any reflective surfaces:

Also added a 'bias & gain' option to the multitex…

2,893 views
eppo
March 17, 2016
Bokeh to the Future

Hi!

Wasted an entire week trying to salvage this plan I had for a new depth of field shader. To up the performance, I came up with this really awkward mipmapping scheme, because for some reason I was convinced the weighted blending filter needed wasn't separable. A few minutes reconsidering this ju…

2,694 views
eppo
October 24, 2015
Cloud.gen
'allo


Something I've vowed several times I'd never do again: hand-paint a skybox.

The outdoor cloud-ish type specifically:



Painting clouds is all fun and fulfilling, until you need to fill out a full 360 degree view with dozens of them.

I preferred to draw a cloud scene as a spherical environment map; …
3,678 views
eppo
March 21, 2015
A billion chimneys and more CSG fun
The thing with architecture is that so much about it is up to whim and any procedural creation algorithm needs to be guided by a large amount of rules and grammars before it'll know how to churn out any remotely useable pieces of real-estate.

I got to the point where I could generate objects similar…
2,534 views
eppo
January 20, 2015
The Feature-fracturing algorithm
Time for yet another rewrite of my CSG tool.
Instead of going down the iso-surfacing road like earlier attempts, I now take a more boolean-like approach. This in the sense that I no longer convert the input geometry into an intermediate distance field, but keep it in its original b-rep form througho…
3,688 views
eppo
January 20, 2015
B-rep displacement mapping
In an earlier post I was considering how to add surface detail to meshes generated by the boolean tool. Back then I ran a union operation on a base mesh and a series of smaller objects replicated over its surface, but it's difficult to create a believable, continuous looking surface simply by gluei…
2,371 views
eppo
November 26, 2014
A vertex occlusion baking guide
'allo

Finally got around to add an ambient occlusion baker to the pipeline.

I'm baking it all to vertex maps, as these give generally good results and avoid the hassle and memory demands of having to assign unique texture space to every triangle in a mesh. Meaning I could no longer use the render-to-…
4,481 views
eppo
October 13, 2014
More of the bool-tool
Been trying to build larger scenes using the CSG method.

As base building blocks I use a series of SubD shapes as they avoid making everything look too angular. The older mesher used to make a mess of curved surfaces, but this version handles them well. These basic chunks have all their uvs, splat m…
2,379 views
eppo
July 05, 2014
Multi-texturing + Yoshi's Island
hallo,


Modo's 'shader tree':





It's a peculiar thing at first: instead of creating explicit materials, you add shading components (textures etc.) to a single hierarchy. Polygons are then assigned tags which correspond to masking-groups (a sort of polygon-'gateway') located in the tree. During shading a…
2,306 views
eppo
April 22, 2014
Mesher ~ another iteration
Felt my meshing tool needed another rewrite; getting trickier though.

The idea behind the tool is to construct a mesh using smaller simpler building blocks; kind of like a purely additive CSG modeller. I started out with a Marching Cubes implementation, but I really wanted it to be able to capture s…
3,605 views
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