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Submitted by zed zeek, posted on February 27, 2005




Image Description, by zed zeek



heres a couple of pictures of a vegetation system ive been working on, polygon counts are quite high from memory usually about 100k to 1000k, everything has bones (1000s of bones in some of the trees) yet it all runs realtime, which given the speed of todays cards/cpus aint much to brag about. the major problem is memory requirements, from memory my method uses some sort of paging system, where complicated things are built from smaller statements. eg fractals.


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Archive Notice: This thread is old and no longer active.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 Please keep that in mind as you view this thread, as many of the topics and opinions may be outdated.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

February 27, 2005, 01:16 PM

looks really nice
can we expect to have a demo in hands ?

 
Vast

February 27, 2005, 03:06 PM

are the shadows soft? precalculated? stencil(opengl)? What api are u using btw?

 
dgreen02

February 27, 2005, 04:23 PM

Is it one tree rendered a few times in that bottom scene, or is each tree unique? What kind of framerates are you getting? How does the framerate change if the scene is static (no animations)? Looks really good.

- Dan

 
zed zeek

February 27, 2005, 06:29 PM

Gregory - no demo at the moment, these are pictures on what i was working on a few months ago, now im busy working on an old game of mine (stuck out a tech demo a couple of weeks ago and will stick out a proper demo in about a months time, i promise you itll blow u away hehe)
Vast - just plain shadowmaps, turned on as an afterthought, as its not really the focus of this technology, i use opengl.
dgreen02 - each trees unique but similar, i was using Lgrammar for the trees dna description but now just use some slider bars, let the user choose angles/number of branches etc and how much variance off these numbers they allow, this happens realtime i found u get better visual results if u can see instantly whats happening, well duh :)
framerate im not to sure about, it was realtime on my gf5200 (limiting factor were the glsl shaders) thus about 30fps, of course framerate will go up for static trees vs animated if youre cpu limited

 
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