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Wow again, sorry if my replies are becoming repetative, but I reall y think this is amazing.

I can't believe the pace at which you're going ... Im sure you said you worked aswell... or am I mistaken? Where do you find the time, or are as I am now thinking a master at work avoidance too :)

Just occured to me that if you used some random non-uniform scaling of the trees and randomised their colouring slightly would really help to alleviate the sameness look of the trees in the forests...

Keep up the excellent work...

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Ysaneya, please stop making the rest of us look bad, OK? [grin]
Awesome work. If this is a space-based game, how often will be you getting this close to the planets anyway?

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I guess it's space-based for players that want to hang around in space all the time ;).

Looking good, but what's with those bands on the far away mountains? :)

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While the trees themselves still need work (but you knew this already :), the thing I really like about them is the sense of scale it gives you. In your mind you know how big a tree is, so the terrain just looks so much bigger when seeing how small the trees are and how many there are. Once you have small terrain texture details and smaller vegetation up close it'll seem even more vast and detailed. Good work so far!

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That's looking great Ysaneya. Do you have any plans for optimization other than LOD's and imposters? Such as grouping trees together into 'forests' for better batching.

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I agree, the trees themselves are monotonous... but that lower photo is AMAZING. A whole forest with a mountain in the background... geez... When this thing becomes playable, I'll quit World of Warcraft right away. :O

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hmm, I'm seeing some "banding" of the trees at the foot of the mountain. Does your random tree displacement only work up close?

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Quote:
Awesome work. If this is a space-based game, how often will be you getting this close to the planets anyway?


Pretty often, of course i'm not investing so much time on the planet engine just to have players spend 5 minutes every week on planets. I generally refer to it as a space-based game to make it easier to categorize, but it's really space AND planet based.

Quote:
Looking good, but what's with those bands on the far away mountains? :)


Not a bug if that's what you ask. It's just the way i built my color table.

Quote:
Do you have any plans for optimization other than LOD's and imposters? Such as grouping trees together into 'forests' for better batching.


When trees will be rendered as billboards/impostors, they will all be rendered together in one batch per terrain patch. I think it will be pretty efficient. A transparency value will be calculated in a vertex shader to smoothly fade them out in the distance.

Quote:
hmm, I'm seeing some "banding" of the trees at the foot of the mountain. Does your random tree displacement only work up close?


No, that's another problem. Namely, the density of trees is not continuous between two adjacent terrain patches. In addition the displacement is not correctly calculated for trees that are far away.

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What will you do to let procedurally generated planets be interesting to visit? If you ever played The Elder Scrolls 1 & 2, Arena and Daggerfall you'll remember that they had hundreds of randomly generated cities.. But after a while you noticed that the only thing that changed from a city and another was just the location of the buildings.

In Morrowind and Oblivion, every city is hand made. In Oblivion I read that they are using procedurally generated forests. Anyway since you're probably going to have hundreds of planets, how are you going to keep them interesting?

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Guest Anonymous Poster

Posted

"hundreds"? :)

I understand that billions was more the intention...

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I guess that if you can achieve boredom with hundreds of randomly generated cities (as it happened in Arena & Daggerfall) you can achieve the same "goal" with billions of cities too :D

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First, everything looks awesome, you're doing an incredible job.

Looks like a lot of trees. When I got beyond a few thousand trees in my terrain system I definately begin to feel a big performance degredation. I'm wondering how you are dealing with that?

Not only the trees, but the view distance. How do you maintain performance and still provide what seems like pretty good detail? I implemented fog to limit the view and LOD but the LOD had two ill efects, one the detail is lost, but you still seem to have nice detail without sharp edges. Second, you get a lot of popping. I know I read you were fighting with the popping. I opted to keep things hires in the near area (10 miles) and drop the triangle count once you got further out.

Anyway, love what you're doing and would love to chat

email: larrygrant@verizon.net
AIM : lgrant01
ICQ = 91152597

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