Author Topic: Grass  (Read 11708 times)

khoridor

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Re: Grass
« Reply #15 on: January 27, 2009, 06:27:46 am »
Vegetation is a mega-major + to a 3D scene.
For the sake of comparison, it reminds me of 1 main reason why I enjoyed exploring the maps of Gothic 3 so much.
This experimental blog is quickly becoming packed with  \\o// and  :thumbup: material.

ThomPhoenix

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Re: Grass
« Reply #16 on: January 27, 2009, 07:29:42 am »
I agree with peeg that a configurable drawing distance would be very nice for those with a faster GPU/CPU :)
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Xordan

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Re: Grass
« Reply #17 on: January 27, 2009, 08:06:09 am »
Very cool! Will the drawing distance of the grass be configurable? 

Yes.

hulla

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Re: Grass
« Reply #18 on: January 27, 2009, 09:50:42 am »
nice work sur !

Now the treport can "realy" eat the virtual grass !
and doing the "job of the dev"

http://www.hydlaaplaza.com/smf/index.php?topic=29432.0

(perhaps after ?)
« Last Edit: January 27, 2009, 09:54:16 am by hulla »

Jenica

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Re: Grass
« Reply #19 on: January 28, 2009, 12:17:06 pm »
WOW!! Great job! The grass is amazing, I love how it sways in the wind! \\o// \\o// \\o//

LigH

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Re: Grass
« Reply #20 on: January 28, 2009, 01:55:18 pm »
@ Xordan:

Could you summarize a bit the key features and improvements of your algorithm? Does it use sorting, and which kind?

The guys from #crystalspace (e.g. Dentoid, res2k) are curious, tell them about it!

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Xordan

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Re: Grass
« Reply #21 on: January 28, 2009, 03:58:57 pm »
The guys from #crystalspace (e.g. Dentoid, res2k) are curious, tell them about it!

Ehm, well seeing as res2k did a lot of the work on it, I doubt that he's curious as to how it works :P

It uses pseudo-instancing for the grass meshes and a shader to do the wind effect.

LigH

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Re: Grass
« Reply #22 on: January 29, 2009, 01:30:28 am »
The main question was: How could you show so much grass so much faster? Alpha blending would require sorting, therefore: Did you use alpha blending, did you have to sort it - and if, how did you accellerate it? There is still the thumb rule to avoid sorting due to its performance costs.

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Xordan

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Re: Grass
« Reply #23 on: January 29, 2009, 03:28:44 am »
The main question was: How could you show so much grass so much faster?

Pseudo-instancing.

Did you use alpha blending, did you have to sort it.

It's alpha blended, currently sorted in the order that they happen to be added, although I'm looking at the best (fastest) way to sort them b2f as that'll give a better visual result.

Toobah

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Re: Grass
« Reply #24 on: January 30, 2009, 09:18:19 am »
 \\o//
Looks promising!

Trees and forests next?

myownlittlworld

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Re: Grass
« Reply #25 on: March 16, 2009, 10:33:35 pm »
If a character is attempting to use the grass for cover to say, sneak up on another player, what happens when the player is outside the rendering distance?  It's pretty difficult to use cover that isn't being drawn, thus the approaching player has an infinite advantage.

Would it be possible to provide some cover other than the grass for objects outside the render distance?  Perhaps a semi-transparent flat surface drawn about the height of the grass (or half player height that a player could crouch under), displayed where the grass isn't being drawn could provide such cover (being a mostly flat object, it'd be pretty quick to render too)?

It's annoying when games provide some sort of cover for players to sneak around in that can be circumvented by simply being outside the rendering distance or turning graphics options down so far that no ground cover at all is rendered (cough military games cough)...  Just a thought.

BlueScreenJunky

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Re: Grass
« Reply #26 on: June 08, 2009, 03:07:53 am »
The video seems to be down, could someone please reupload it somewhere, I'm very curious as to how it looks =)
sig removed, it was kinda big ^^

Madoring

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Re: Grass
« Reply #27 on: June 08, 2009, 03:15:06 am »
I'd send it to you, but I lost my copy...Damn windows crash :thumbdown:

Kempeth

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Re: Grass
« Reply #28 on: July 23, 2009, 04:04:44 am »
I'm sooo looking forward to this! It really enhances the landscape a lot...

Talking about grass reminds me of a wishlist discussion way back about dynamic paths. I think that would be a totally awesome idea to implement.

Durwyn

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Re: Grass
« Reply #29 on: July 23, 2009, 05:57:57 am »
The video seems to be down, could someone please reupload it somewhere, I'm very curious as to how it looks =)

http://planeshiftmmo.110mb.com/grass.zip

compressed and zipped to fit my webhosting.  :P
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