I've added an array to hold a variable amount of planets. I also reorganized the code to give to each planet different parameters. I still have a lot to do in that area. For example, even if it's not that visible, the two planets on the following screenshot have the same set of textures/clouds, but because of the atmosphere they look different. The rendering is not correctly done in order (i have to fix quite a few things in the 3D engine for that), so when a part of the atmosphere covers another planet you get strange results.
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noaktree
Ditto above me.
August 17, 2005 03:09 PM
The smaller planet looks squashed due to the perspective projection. You might wanna tweak that frustum a little :).
Otherwise, a masterpiece. I just hope my planets will look at least half as good as yours :D.
Otherwise, a masterpiece. I just hope my planets will look at least half as good as yours :D.
August 17, 2005 03:21 PM
dsecrieru: that's very true, i noticed that myself in the screen but can't remember seeing that in real-time. The ratio of the image is 1.333 so i'm not sure what's going on here. I'll have to check my camera class..
noaktree: first, about performance: the fps is good (170 fps on a 2 Ghz + NV 6800, 300 fps on a 2.2 Ghz + ATI X850 ), but i'm not afraid of performance in space. Performance at ground level will be the real bugger.
Now, about "competition": all the good looking games that i know of have their art done by real artists, and not procedurally.
In the procedural field, you find (personal opinions "inside"):
- Sean O Neil, with an excellent (but slower) atmosphere model, average planet textures, and lacking details on the ground.
- Lutz Justen, with a good terrain engine and nice details on the ground, but so far he only uses real world datasets.
In the commercial field (generally non procedural, but artist drawn):
- Eve Online, with fantastic backgrounds (skyboxes, really), good lighting, and average planet textures. No ground landing possible.
- X3: Reunion, with extremely high-res planet textures and lighting effects, but uninspired backgrounds and weird atmosphere colors (IMO). Still no ground landing as far as i know.
There are more, but these are the main ones worth mentionning.
noaktree: first, about performance: the fps is good (170 fps on a 2 Ghz + NV 6800, 300 fps on a 2.2 Ghz + ATI X850 ), but i'm not afraid of performance in space. Performance at ground level will be the real bugger.
Now, about "competition": all the good looking games that i know of have their art done by real artists, and not procedurally.
In the procedural field, you find (personal opinions "inside"):
- Sean O Neil, with an excellent (but slower) atmosphere model, average planet textures, and lacking details on the ground.
- Lutz Justen, with a good terrain engine and nice details on the ground, but so far he only uses real world datasets.
In the commercial field (generally non procedural, but artist drawn):
- Eve Online, with fantastic backgrounds (skyboxes, really), good lighting, and average planet textures. No ground landing possible.
- X3: Reunion, with extremely high-res planet textures and lighting effects, but uninspired backgrounds and weird atmosphere colors (IMO). Still no ground landing as far as i know.
There are more, but these are the main ones worth mentionning.
August 17, 2005 04:11 PM
Awesome work there Ysaneya.
Is my first post here and im hooked to this Log for about 2 or 3 months. Im looking forward to your next posts.
Congrats again.
Is my first post here and im hooked to this Log for about 2 or 3 months. Im looking forward to your next posts.
Congrats again.
August 17, 2005 05:17 PM
One more question: do your planets already have some kind of dynamic LOD? In the close-ups, I can't notice a jagged edge to the planets :). So weather they have a lot of polys, or they have a dynamic LOD :).
August 18, 2005 02:46 AM
Thanks xnonix :) dsecrieru: i haven't reimplemented LOD yet, so they are just brute-force spheres at the moment (they have 64x64 segments per face, so 64x64x2x6 triangles per sphere, which is approximately 50,000 triangles).
August 18, 2005 03:26 AM
Quote:
You create the sphere by subdiving a cube's faces?
Yes, i do. It allows a better tesselation and less artifacts on the textures at the poles.
Quote:
When are you gonna do gas giants with good lighting :D
That's definately planned but not top-priority right now..
August 18, 2005 10:37 AM
August 18, 2005 12:28 PM
The icosahedron is probably better quality (gives less deformations of some triangles), but the cube fits pretty well terrain LOD techniques which assume the terrain area is square, so i think it's better for performance.
August 18, 2005 01:33 PM
Looks like you've made it into the Eve Online forums :).
http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=214380
http://myeve.eve-online.com/ingameboard.asp?a=topic&threadID=214380
August 18, 2005 03:47 PM
Pretty cool, thanks for the link :) Some of the comments made me laugh.. especially the one about coders who shouldn't be allowed to design games :)
August 19, 2005 03:05 AM
Hehe, no problem.
It's really fun to read online games forums. Personally, I think it's easier to code a good online game, than it is to handle the community afterwards :D.
It's really fun to read online games forums. Personally, I think it's easier to code a good online game, than it is to handle the community afterwards :D.
August 19, 2005 06:54 AM
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