PlaneShift

Development => Development Team Blog => Topic started by: Xordan on January 25, 2009, 03:19:14 am

Title: Grass
Post by: Xordan on January 25, 2009, 03:19:14 am
Here's a sneak preview of something I've been working on the last couple of weeks.

Enjoy! (http://www.xordan.com/grass.avi) :)
Title: Re: Grass
Post by: Tuxide on January 25, 2009, 03:37:46 am
Xordan:  What does it look like when you're say 10 meters above the ground looking downwards?
Title: Re: Grass
Post by: Xordan on January 25, 2009, 03:43:02 am
Like this; http://img300.imageshack.us/img300/6465/grassgn2.png
Title: Re: Grass
Post by: Tuxide on January 25, 2009, 03:51:34 am
OK thanks, I don't remember why I was asking that.  It looks interesting.
Title: Re: Grass
Post by: Auree on January 25, 2009, 05:45:58 pm
Amazing! It makes the landscape look much better!
Title: Re: Grass
Post by: Vonor on January 25, 2009, 06:18:10 pm
looks pretty cool.
Just two questions: Will it lag the clients like the first attempt on grass did? Will it be that high ingame too?
Title: Re: Grass
Post by: Xordan on January 25, 2009, 07:08:32 pm
Just two questions: Will it lag the clients like the first attempt on grass did? Will it be that high ingame too?

No, this grass is significantly faster.
As for height, that depends on what the artists decide suits the area. Could be low or high.
Title: Re: Grass
Post by: Mythryndel on January 26, 2009, 02:08:09 am
Very nice. I look forward to seeing this applied to Trees...
Title: Re: Grass
Post by: Cherppow on January 26, 2009, 02:09:35 am
Greetings!

I love it! And it swings in the wind! Just the kind of thing I was trying to do for the BD back then, but got errors from CS. Something about duplicating the movement curves for all foliage instances... but where I failed, you succeeded! Go Xordan (& co)!

Keep it up,
- Cherps
Title: Re: Grass
Post by: Pizik on January 26, 2009, 03:09:19 am
I am sure it looks lovely, and will be excellent in game. Not going to look at the AVI because it will take me 2 hours 40 minutes to download  :'(

Maybe encoding in DivX (Xvid) or similar so it isnt 50+ MB would help people like me out a little.
/me uses his imagination...
Title: Re: Grass
Post by: Xordan on January 26, 2009, 06:02:24 am
Here a (bit more up to date) screenshot; http://img49.imageshack.us/img49/9052/screenla0.jpg
Title: Re: Grass
Post by: Lolitra, Celorrim Purrty Twins on January 26, 2009, 08:24:41 am
Xordan, have a big hug...

This is great work - cannot wait to see it implimented!

Lolitra
Title: Re: Grass
Post by: Tyrania on January 26, 2009, 08:28:25 am
oh that's nice :)
it will bring the game some more live
Title: Re: Grass
Post by: LigH on January 27, 2009, 07:57:53 am
Hey ... it started with Bugreport PS#2463 (http://www.hydlaaplaza.com/flyspray/index.php?project=2&do=details&task_id=2463) for me, a little higher resolution grass from Arerano, and now ... amazing! :D

 \\o//

BTW: (http://wol.pilum.net/grass.gif) <= Arerano's grass_small01 texture
Title: Re: Grass
Post by: peeg on January 27, 2009, 11:56:42 am
Very cool! Will the drawing distance of the grass be configurable? 
Title: Re: Grass
Post by: khoridor on January 27, 2009, 12:27:46 pm
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.
Title: Re: Grass
Post by: ThomPhoenix on January 27, 2009, 01:29:42 pm
I agree with peeg that a configurable drawing distance would be very nice for those with a faster GPU/CPU :)
Title: Re: Grass
Post by: Xordan on January 27, 2009, 02:06:09 pm
Very cool! Will the drawing distance of the grass be configurable? 

Yes.
Title: Re: Grass
Post by: hulla on January 27, 2009, 03:50:42 pm
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 ?)
Title: Re: Grass
Post by: Jenica on January 28, 2009, 06:17:06 pm
WOW!! Great job! The grass is amazing, I love how it sways in the wind! \\o// \\o// \\o//
Title: Re: Grass
Post by: LigH on January 28, 2009, 07:55:18 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!
Title: Re: Grass
Post by: Xordan on January 28, 2009, 09:58:57 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.
Title: Re: Grass
Post by: LigH on January 29, 2009, 07:30:28 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.
Title: Re: Grass
Post by: Xordan on January 29, 2009, 09:28:44 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.
Title: Re: Grass
Post by: Toobah on January 30, 2009, 03:18:19 pm
 \\o//
Looks promising!

Trees and forests next?
Title: Re: Grass
Post by: myownlittlworld on March 17, 2009, 04:33:35 am
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.
Title: Re: Grass
Post by: BlueScreenJunky on June 08, 2009, 10:07:53 am
The video seems to be down, could someone please reupload it somewhere, I'm very curious as to how it looks =)
Title: Re: Grass
Post by: Madoring on June 08, 2009, 10:15:06 am
I'd send it to you, but I lost my copy...Damn windows crash :thumbdown:
Title: Re: Grass
Post by: Kempeth on July 23, 2009, 11:04:44 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 (http://www.hydlaaplaza.com/smf/index.php?topic=7888.15). I think that would be a totally awesome idea to implement.
Title: Re: Grass
Post by: Durwyn on July 23, 2009, 12:57:57 pm
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
Title: Re: Grass
Post by: Kempeth on July 24, 2009, 10:41:38 am
Thanks Durwyn for the upload.

It looks nice! It even moves! It would be even nicer if the grass didn't spawn on empty hills as you move closer but I guess It would be a bit of a strain to have grass visible as far as the rest of the map...
Title: Re: Grass
Post by: Tuxide on July 25, 2009, 01:22:14 am
It would be even nicer if the grass didn't spawn on empty hills as you move closer but I guess It would be a bit of a strain to have grass visible as far as the rest of the map...

If you can notice it, then it doesn't look natural enough.  I think the challenge is in making the grass and the hill texture the same color so people don't notice it.
Title: Re: Grass
Post by: Xordan on July 25, 2009, 01:39:28 am
If you can notice it, then it doesn't look natural enough.  I think the challenge is in making the grass and the hill texture the same color so people don't notice it.

This :)

The technical stuff is done, getting it to look great is in the hands of the artists.