Jump to content
  • Advertisement
  • entries
    41
  • comments
    137
  • views
    107769

A collection of screenshots from the development

Sign in to follow this  
cameni

647 views

Another collection of screen shots from the recent development.

Stars rendering was added to make the background more interesting. It uses a real star database of more than 100k stars. It will need some additional effects to make it nicer, like a halo around bright stars etc. There should be also an adaptive HDR to manage the large differences in luminance.



The terrain is quite dark at night even when sky is still lit, it doesn't take secondary scattering into account yet.




Something from another corner - the following image shows fractal blending of two materials and how it looks like from up close and from a distance. A similar approach will be used to blend land classes.




A quick hack of the terrain material system to make it like there is a snow on the mountains. The snow covers the surface if it is flatter than a critical slope, whereas the critical slope depends also on the elevation. This way the transition to lower altitudes looks better, although it still needs some tuning.







At the moment snow doesn't have any thickness, but later a build up of snow will be possible along with temporary tracks behind vehicles.



Last images, showing distant marked peaks and how they are visible against the background, viewed from altitude 7000m (~23,000ft):



The same view from 20,000m (65,617ft):

Sign in to follow this  


3 Comments


Recommended Comments

Looking great, as usual. I'd be curious to know how your rendering performance is though. I'm guessing that rendering something like that in real time will take quite a bit of horsepower...

Share this comment


Link to comment
Mostly >30fps on 9800GT-class cards. There's no occlusion yet, so down in some mountainous areas at the surface level it goes below that, since it will needlessly generate/render also the backfacing mountain slopes (and trees) refined to the detail level according to distance and topology.

Share this comment


Link to comment
Quote:
Original post by cameni
Mostly >30fps on 9800GT-class cards. There's no occlusion yet, so down in some mountainous areas at the surface level it goes below that, since it will needlessly generate/render also the backfacing mountain slopes (and trees) refined to the detail level according to distance and topology.

That's still pretty dang impressive, I'd say.

Share this comment


Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

We are the game development community.

Whether you are an indie, hobbyist, AAA developer, or just trying to learn, GameDev.net is the place for you to learn, share, and connect with the games industry. Learn more About Us or sign up!

Sign me up!