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Submitted by Stanislav Scorb, posted on May 20, 2001

Image Description, by Stanislav Scorb

Yes, it's a terrain stuff once again (as it's awful popular nowadays).

Here's the feature list:
  • Geomipmapping as the base LOD (with geomorphs implemented), 1024x1024 terrain stuff, 1km visibility with 1 meter terrain mesh step. By the way, fog here is just for fun, nothing about to hide view frustum culling work;
  • Skybox with multiple clouds layers and diurnal cycle;
  • Flexible object management system (under development).
  • This shot has been taken using Cel-600 + TNT2 Vanta (8Mb video memory). contact with team

    Stanislav Scorb

    Image of the Day Gallery


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    Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.

    May 20, 2001, 03:41 PM

    those are some really big hands


    May 20, 2001, 03:46 PM

    very nice, but why on earth is it becoming so popular to post an iotd without the sources, and now even worse without even the binaries ?


    May 20, 2001, 03:59 PM

    It's called IOTD and not IABOTD.


    Chris 12345

    May 20, 2001, 04:09 PM

    hmmm Evercrack.... :)

    Alex Herz

    May 20, 2001, 04:24 PM

    is it just me..or is the black and white inspired??

    with some proper gfx it could look almost the same!

    I think no code/binaries are ok if you give explanation at least.

    I just read about some huge number theorie that says that many ideots together having many crazy ideas (with a proper selection cheme) can produce quite clever why don't we all work together to make something cool and new..instead that each of us codes his own standart landscape iotd??



    May 20, 2001, 04:31 PM

    Well if IOTD ran when Doom was released, then everyone would of been posting 3D first person types. Now with Black & White and Giants capturing everyones imagination and lots of easily available papers, now everyone is coding landscapes.

    Looks nice though, and I wish people would give an explanation of what makes it that little bit special, any little tricks, and what the person tried during development and what went wrong - hang about I just describe Gamasutra's Postmortem!


    May 20, 2001, 04:35 PM

    I'd love to :o)

    Now we just need to agree on what......

    hmm, no, this isnt going to happen :o)


    May 20, 2001, 05:35 PM

    nice idea alex.
    i'd like to see the whole game developer comunity
    to code one big game together. if you'd organize everything very well
    the scale of the game could be close to infinite. with such a big team of programmers you could realize everything.
    well given that everyone knows where he is best at and...
    ok, lets stop dreaming. it's impossible...


    May 20, 2001, 05:38 PM

    nice pic, i especially like the psychedelic green mountains in the background (plutonium? kryptonite? :)

    did you model the guy yourself?


    May 20, 2001, 05:38 PM

    you said that you use Geomipmapping.
    how do you connect adjacent mip-map-blocks at different lod-levels ?


    May 20, 2001, 06:08 PM

    I'd actually argue that the workload of organising that many programmers would grow at a greater than exponential rate... You'd kill a whole load of managers trying to do that.


    May 20, 2001, 06:31 PM

    Did I hear "kill managers"? >:) And.. what's wrong with that? :)

    Your engine looks quite nice, however I see no detail in the actual terrain, apart from the mountains that just pop-up out of nowhere, even though you say it's down to 1m detail.. I think you need some decent art, badly. :) What you have there seems to be letting your engine down, as it looks decent, even if it is another terrain engine (*ugh*).

    I see you're getting 40fps, and it says 60% of frames dropped.. is this cos you're running at 100 physics frames a second, or something else? What's the 60% taken from?

    Btw, about 1/3 the way across, nearly at the bottom of the screenshot, there's a light green line in a dark patch, is this a crack, or something else?

    Alex, I agree that no binaries/source are fine for an IOTD, especially no source.. but not all of us are doing landscapes. :)



    May 20, 2001, 07:03 PM

    Yes. There is a a book called "The Mythical Man-Month" by Fredrick Brooks, Jr. which explains the inefficiencies of multiple programmers.

    Therefore, an infinite amount of programmers cannot take on an infinitely complex program. Sorry. :-(


    May 20, 2001, 07:34 PM

    those are some mighty small feet



    May 20, 2001, 08:00 PM

    If you look closely you can see more of those, they seem to be regularly spaced around the surface.
    Polygon normals, perhaps?
    I dunno, seems as good an explanation as any... :)


    May 20, 2001, 08:41 PM

    The result of JPEG compression perhaps? Grass?


    May 20, 2001, 09:24 PM

    Nice looking engine you've got there, I especially like the sky. The only thing is, what's with that polygon count? 18000 seems pretty high to me, especially for a LOD system.




    May 20, 2001, 10:12 PM

    Everquest slash B&W. I like.


    Do you have AI? :-)




    May 21, 2001, 12:58 AM


    It mean 40 accounts per one second, from them 40 % is not drawn, because of large number of polygons (18000)... Probably not so successful angle of view.

    It not b&w and nothing common

    Warren Marshall

    May 21, 2001, 01:04 AM

    The IOTD is for people to show what they're doing ... it's not mandatory to post binaries or source.

    Jari Komppa

    May 21, 2001, 01:52 AM

    So it runs the game engine 40fps, of which 60% is skipped, meaning that the rendering fps is 16.. which is not too bad for 18kPolys on a TNT2 Vanta.
    I think the earth is rather flat there..

    s_scorb, what people see as b&w connection is that there is this landscape, and well, then there's this HUGE creature (compared to the size of the trees for instance)..


    May 21, 2001, 02:26 AM

    "60% frames skipped" means exactly what it's supposed to: you should glance at the image description - I think that is a very good framerate for that kind of vanta-8mb-of-videomemory card with such a high polygon count, >7000 polys/frame.

    And what about little green lines... yeah, that was not very successful attempt to implement grass rendering, he-he... :)


    May 21, 2001, 02:55 AM

    I think that between the huge creature, the terrain and the trees it's quite B&Wish, however the terrain is quite flat considering. The sky is extremely well done and the lense flare isn't overdone either (which is good, I'm not too fond of them - I can't remember the last time I saw one of those looking into the sun, glare is a much better effect). The other thing that might have seemed B&Wish had you provided a binary would be the implementation of GeoMorphs... Depending on how quickly you had them morph in and how close the LOD change was you could get an effect quite similar to B&W.


    May 21, 2001, 07:55 AM

    Yes, the small green lines are a grass!!!
    The very flat landscape it not defect of algorithm, was taken a not successful level (world?).

    Wayne Marsh

    May 21, 2001, 08:16 AM

    Some people might not be happy for people to download a free binary when the engine is perhaps destined for commercial purposes.


    May 21, 2001, 08:42 AM

    There's a description of preventing cracks in the paper. You could also use the "flanges" technique (outlined somewhere in the comments of a previous IOTD, the wireframe terrain one), which makes for a nice compromise.


    May 21, 2001, 08:59 AM

    Kill managers? hmmm, i like the sound of that :)
    Infinite programmers not take on an infinite task? hah! its just a lesser infinity, probably an infinite amount smaller, but still an infinite amount of work. (and they said monkeys couldn't code :)


    May 21, 2001, 11:42 AM

    Bah, if we have infinity, just use one monkey (one monkey that doesn't mind getting very, very old) and a random text generator :D (maybe that's whats happening with TF2?)
    You're engine looks like it's getting very near the other "fun" stage of getting to add in all the logic and gameplay... I personally would love to see another IOTD of this engine from a point of view more flattering to the ground, as I'm someone else here who likes rolling hills IOTDs.. - even though thats almost as sad as a closet BackStreet Boys addiction. ;)

    Boris Reuderink

    May 21, 2001, 12:14 PM

    Couldn't such a project be organised with natural selection? Somehow the performance of the software and the frequency of the use of certain parts of the software could decide which part stays and which part is replaced with another part that is to be tested. The problem is of course to define a way for all the parts to work together...

    Lion V

    May 21, 2001, 02:21 PM

    I like the sun. Its fairly realistic.
    How is the level done ?
    What modeller do you use ?
    Because *cough* it isnt hot stuff. Nor is the model really.
    No offence intended.

    As for having a community-wide game made, that would be neat, but people tend to drop out at a high rate if stuff isnt done.
    I`ve worked on and with and by some game mods and the dropout rate is pretty high. So you would need a project that kept progressing fairly constantly- at least a notable advance a week- and you would need some kind of file coordination. Its quite doable- you simply need some dedicated people who handle the managing section, a good reliable server to host files, a consensus on what is being done- nightly chats ?- and a willing to give and take on what the game is going to be like.
    I think that a 2D RTS with killer AI and SC era graphics woul be nice.
    I prefer gameplay and AI to graphics. :-)

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