G33X Nexus Entertainment
G33X Nexus Entertainment => Precursors => Requiem for Innocence => Current Projects => Suggestions => Topic started by: Recon on August 31, 2006, 06:38:19 pm
-
Was looking into this, found some interesting links that i think you should read.
http://www.vterrain.org/Elevation/Artificial/index.html
and
A Real-Time Procedural Universe, Part One: Generating Planetary Bodies
http://www.gamasutra.com/features/20010302/oneil_01.htm
A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies
http://www.gamasutra.com/features/20010810/oneil_01.htm
A Real-Time Procedural Universe, Part Three: Matters of Scale
http://www.gamasutra.com/features/20020712/oneil_01.htm
Massively Multiplayer Game Development
http://www.charlesriver.com/titles/massivemultiplayer.html
Real-Time Atmospheric Scattering
http://www.gamedev.net/columns/hardcore/atmscattering/
all very informative and comes with well written open source code.well worth a look if you have not come across it before.
Regards
-
Awesome. This be VERY useful. I look forward to reading them.
Thanks!
-
That is exactly what we needed! Thanks a bunch!
Cplan, it's you job to go through those articles, and get really familiare with them. In about a week, I'd like to be able to get you and whitelynx to hash out a proposal for CS to add support for those features, or at the very least whatever framework is needed so we can add those features as plugins ourselves.
We're one step closer to where I want to see precursors get. :-D
-
Was thinking of tring that myself. making a wrapper for Sean O'Neil code. Then i looked at it for a while and thought that I do not know CS or C++ well enough yet. Still giving myself a pain in the head trying to figure out settransform and the O2T and T2O. cant seem to get meshs moving the way i want lol.
Anyway, thought that you would like that code, and has a very good docs to help you understand this code.
Would like to see what you come up with :)
Regards
PS the code can be DL from http://sponeil.org/downloads.htm
and I came across another program that implements a better algrothim SOAR instead of ROAM. not open source though
http://web.interware.hu/bandi/ranger.html
-
That is exactly what we needed! Thanks a bunch!
Cplan, it's you job to go through those articles, and get really familiare with them. In about a week, I'd like to be able to get you and whitelynx to hash out a proposal for CS to add support for those features, or at the very least whatever framework is needed so we can add those features as plugins ourselves.
We're one step closer to where I want to see precursors get. :-D
I read through some of those articles and they've got alot of good things in them.
However, I think in the 1st or 2nd article he was using ROAM. I think there's a better alg out there than ROAM. I'll look around and see if I can find it.
-
That is exactly what we needed! Thanks a bunch!
Cplan, it's you job to go through those articles, and get really familiare with them. In about a week, I'd like to be able to get you and whitelynx to hash out a proposal for CS to add support for those features, or at the very least whatever framework is needed so we can add those features as plugins ourselves.
We're one step closer to where I want to see precursors get. :-D
Sorry, was out of town for the weekend, just got back today. I'll look over them tomorrow, and tell you what I think about them.
-
If you get a chance, try the following demos in CS:
./walktest -relight terrain
./walktest -relight terrainf
The "terrain" map has atmospheric scattering, although it doesn't look as good as it used to... it used to be blueish scattering and it looked really nice. (complain to the people in #crystalspace when you get a chance) Here's an older screenshot of the scattering terrain: http://www.crystalspace3d.org/tikiwiki/tiki-browse_image.php?galleryId=12&sort_mode=created_desc&desp=15&offset=0&imageId=154
"terrainf" has the new foliage plugin enabled.
Fossi's Summer of Code branch (the impostors branch) has a version of one of the terrain maps, except the trees are generated using OpenTree, and they make use of LOD impostors.