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Submitted by Dan Stephens, posted on October 19, 2000




Image Description, by Dan Stephens



Testing out my terrain app.

The lower left shot is where i am aiming my main look at. The other 3 shots were accidents after a night out with a few bourbons. Funnily enough the images still appealed to me in the morning so i thought i would share for your opinions. The clouds in these shots are post processed with photoshop using render/clouds. I have not done a sky for the engine yet, but ive got it sussed, check my previous image of the day if you want to see that.

Basically the shots are from the client side of our experiment. We have it running with 32 players + a dedicated server.

Features :
  • Map Editor (certain skills are required to create game content)
  • Dynamic Map Loading
  • Scalable LOD
  • 3D sound effects EAX or Direct Sound (world/network and close environment) + 2D
  • Windows Multimedia sound.
  • Will use advanced GL extensions on cards that support them. (not required)
  • Shadows
  • Reflective surfaces
  • Basic scripting system
  • Low system requirements. App will degrade itself until 30fps or lowest possible
  • runtime state is reached
  • Multiplayer (fully functional designed from the ground up)
  • Custom model format max3 exporter
  • You can place objects spawn points and triggers within the client and save them to a custom .map file. Terrain is generated from height field, with multi or single texturing. Vertex Shading is taken into account. this is only supported on some cards i think. Terrain LOD and Texture LOD. We support several forms of culling being view frustrum culling and object occlusion culling, so our polycount is kept at a reasonable level while framerates are up. Collision is working excellent with terrain->player and terrain>object (movable objects as rockets or arrows whatever suits your needs) + player->player and player->object collisions.


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    Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.
     
    malkia/eastern.analog

    October 19, 2000, 03:43 AM

    Can you tell something more about heightfield LOD used?, fps, triangle count and some info like this?

    Thanx,
    malkia

     
    Phil Carlisle

    October 19, 2000, 06:37 AM

    Nice to see you have a game in mind, not just an engine..

    One suggestion, the texture changes on the landscape are very apparent, looks like your using the elevation alone to calculate the texture?

    You need to add some perlin type noise to the regions where textures crossover to give it a more natural feel.

    Phil.

     
    Khrob

    October 19, 2000, 10:28 AM

    Perlin Perlin Perlin!!!

    Are there any other ways of generating noise? Or does Ken have the monopoly?

    (This is a serious question. How else is it done, or isn't it?)

     
    Jari Komppa

    October 19, 2000, 10:59 AM

    Noise is just random pattern really.. perlin noise just happens to look nice =)

     
    malkia/eastern.analog

    October 19, 2000, 12:10 PM

    You can use Paul Martz - "diamond square algorithm"
    search for it on google.com, it's recursive and with
    complexity O(n)

     
    Chiguire

    October 19, 2000, 04:38 PM

    Nooooo!!!!! that idea of making the perlin blending is very sad, i think it's very good to support patchy edges in the crossing of textures, it can give less impression of realism, but it adds something to the ground (there's an IOTD that has this patchy appareance, it looks very good), good to see someone is trying to do an engine for a game, not just the engine. btw, how's the lag in the client side, because with 32 players it can be really wickedely fast in a lan, but not by modem.... you know...

     
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