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zedzeek!

Started by November 07, 2001 01:38 AM
6 comments, last by Elixer 23 years, 3 months ago
hey zedzeek, your site at members.xoom.com/myBollux , seems to be dead. Did you move your site someplace?
i think xoom''s gone bankrupt ive been meaning to get a perminant site together for ages but havent had the cash.
i have a few shots of my game here at the moment
http://uk.geocities.com/sloppyturds/gotterdammerung.html
no code though sorry guys
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Dude, those screenshots look great. I love that grass...
-----------------------------Reporter: Are they slow-moving, chief?Sheriff: Yeah, they're dead. They're all messed up.-Night of the living dead
Man, that looks really good, how did you do the grass?
Can you provide code for your picking demo

cheers

Thumbs-up, man. Those look great!

Muchos credit for the trees and grass...
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Well, nice to hear you are still around, since I haven''t really been here in a long time. I was just trying to update my bookmarks of all the sites I visited before.

Those screenshots look great!

Are you using a octree/quadtree along with Potential Visibility Sets for your terrain? I also take it your terrain is not deformable since if it was, you couldn''t (I don'' think) use PVS.

I was trying to make CLOD terrain with octree, but it is extremely slow for me(only 40fps), so I switched to tri-trees which seem to be working better for now. I get around 70 FPS with 12000 triangles now. I was thinking of doing PVS, but as I stated above, I would have to make the terrain "normal" and not deformable. Decisions...Decisions... :D




about the grass i wrote this to a guy yesterday mailto:dahein@maildrop.srv.ualberta.ca but it bounced so if hes reading
--theyre just billboarded quads which fade out based on distance to the camera. the quads only rotate on the x axis so theyre not
always facing the camera. simple technique
--the trees are what im working on at the moment (if anyones got CGP+P check out the part about ''grammer models'') though my technique isnt exactlly the same. basically the trees/rocks etc are fractals (generated by various techniques eg noise/mandelbrot/grammer models) what this enables me to do is store very large models in a small space eg those trees each contain ±500,000 tris (but really theres no limit) also no two trees/rocks are alike.
-- the pvs is pregenerated (which takes a long long time) with deformable landscape/whatever this aint gonna work as good, you could use bounding boxes with a lot of leyway but ild look at a ingame method, its gonna be less accurate than pregeneration but itll be ''hopefully'' better than none at all
-- ogl ill send u the picking demo

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