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Submitted by Federico, posted on September 09, 2000




Image Description, by Federico



These are some screen shoots of my 3d engine "Eclipse", projected for my FPS "Eternal Eclipse" This engine is based on a vectorial terrain map, that allows to handle very large locations (about 100 square Km).

I'm still in an early stage of the development, but i already implemented dynamic lighting (see the spotlight effect, and a sky lightning) fog, animated sky (clouds, planets & stars), automatic terrain LoD, and some magic effects.

The final version should implement reflections, billboards, and a particle engine for blood, waterfalls & magic stuffs. All is optimized to render very dark scenes. If you want to know the other stuffs about it, you can check out my web page.


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Archive Notice: This thread is old and no longer active. It is here for reference purposes. This thread was created on an older version of the flipcode forums, before the site closed in 2005. Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
 
Jaltz

September 09, 2000, 08:05 AM

Hello,

I had a look at your website, you talked about grass being implemented. How did you create grass?

The best grass example I've seen to date is in Novalogics
Delta Force 2. Sure they use voxels but I havent seen anything
that comes close, voxels or polygons.

Any ideas for grass out there?

Cheers
Jaltz

 
Isaack Rasmussen

September 09, 2000, 08:14 AM

Hey, the pictures looks nice, but I have a question, you mention a limit of up to 100 square Km - how that limit come up?

I can't make sense with that number, 100 doesn't sound digital-like...

Isaack

 
NatureMan

September 09, 2000, 09:01 AM

he says "about"

 
Isaack Rasmussen

September 09, 2000, 09:27 AM

Yeah, he does, but it still sounds a bit weird that limit.

Do you think that he set a varible to max 100 SqKm or something?

I just wonder why there's a limit, my engine is only limited by the size of Words DWords and so on
So my levels would have a limit of sqrt(32bit) Sqaure(some metric)

Isaack

 
Alex J. Champandard

September 09, 2000, 09:33 AM

Hey,

I have to admit the sky is looking gorgeous ;) There are also quite a few cool ideas on your site. Can't wait for a demo :P


> Any ideas for grass out there?

Modelling individual blades of grass (4 tris each), billboard textures, or multitextured flat polies (see nVidia's demo) are a few among many options...


> 100 doesn't sound digital-like...

As far as you're concerned, the internal size of the map could be anything (power of two most likely ;), once rescaled from an external point of view it's 100km^2. That doesn't have to be 'digital-like' right?? hehe...

Cheers,
Alex

 
Martijn Stoffels

September 09, 2000, 01:21 PM

Just a minor question, but how exactly do you optimize an engine for dark colors? It seems rather odd, knowing that a renderer doesn't really care about colors.

Martijn

 
André Rieussec

September 11, 2000, 03:36 AM

It's just a detail, but I just wanted to point out that the dark side of the planet should hide the stars behind it. Apart from that, the sky is gorgeous !

 
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