Jump to content


LukasBoersma

Member Since 22 Feb 2013
Offline Last Active Mar 16 2013 09:42 AM
-----

Posts I've Made

In Topic: Destructible Terrain Prototype

15 March 2013 - 11:11 AM

View PostStainless, on 15 March 2013 - 09:49 AM, said:

How big can your worlds be? The demo makes the terrain look a little small.

The world is infinitely big. The mountains in the background are actually quite far away from the camera. I think this will become better visible when there will be more details in the scene (trees and other stuff).

View PostStainless, on 15 March 2013 - 09:49 AM, said:

Also at 43 seconds in there seems to be a glitch at the top left corner, looks like you have a thin terrain section that hasn't been erased properly.

I think what you mean are the transparent debug boxes that show up whenever the geometry has changed. Everything is still so work in progress that we didn't remove them for the video.

The alien world sounds like a cool idea, I will try this.

In Topic: Destructible Terrain Prototype

15 March 2013 - 08:24 AM

We just published a new video showing our completely rewritten terrain engine. Things are becoming pretty again, but of course, everything is still in a very early stage. Especially the jaggy material intersections and normals still have to be fixed. And of course there will be no grass in holes you just created in the final game :)


In Topic: Destructible Terrain Prototype

27 February 2013 - 06:33 PM

View PostReedbeta, on 23 February 2013 - 12:29 AM, said:

In case you're not already aware, there is some academic work on this - Kevin Boulanger's thesis talks in detail about blending seamlessly between mesh and texture versions of grass.

Thanks, that will come in handy. In case anybody is interested, we wrote an article about the grass rendering in our prototype: http://upvoid.com/de...rototype-grass/

In Topic: Destructible Terrain Prototype

23 February 2013 - 12:21 AM

Thanks for the positive feedback! It's motivating to hear that.

View PostReedbeta, on 22 February 2013 - 06:15 PM, said:

Neat! Looks very pretty. The procedural texturing and grass planting on the terrain is quite nice. I noticed there weren't any shadows in the demo though. :) If you can get some proper lighting with shadows and GI (would have to be realtime GI given the dynamic terrain, maybe using VPLs or light propagation volumes), then it would be really awesome. :)

Yup, our new engine already contains soft, dynamic shadows. Expect some screenshots soon. We'll probably also add some kind of SSGI or at least SSAO, but at the moment we are focusing on the terrain and the overall architecture of our engine.

View PostTheNut, on 22 February 2013 - 06:19 PM, said:

Nice work you've done. It's not often I see devs reference academic material, nice :) I only heard very little about dual contouring, but marching cubes I would say is not that complex. You just need to wrap your head around the idea of 256 possible combinations and how that can be condensed into 15 sets with their own variations in rotation. I've had quite good success with the algorithm, but it's good to see alternatives being used out there.

While the idea behind marching cubes is simple (and of course it has proven to work well in many situations), I think it's not as elegant to implement when it comes to all the cases you have to handle. With dual contouring, we only have two possible cases in each cell.

View PostTheNut, on 22 February 2013 - 06:19 PM, said:

Are you still able to get good data compression with that algorithm?

In the prototype you see here, absolutely no data compression is used, we simply have chunks of float arrays containing density values. In our new system, we have a more sophisticated approach for the terrain data, allowing sharp edges and shapes like arbitrarily rotated cubes by directly saving intersection planes btween different materials. We'll post a devblog article about this soon.

View PostTheNut, on 22 February 2013 - 06:19 PM, said:

The grass is nicely done too, but by using a geometry shader you are requiring your users to support OGL 3.X. You will also run into fillrate issues, so if not already it's a good idea to set a maximum range and limit the number of grass blades (billboards) you render.

Yes, we require OpenGL 3.1 plus geometry shaders. The Intel HD3000 card is the minimum configuration we currently plan to support. If there ever will be enough users with older cards, writing fallback solutions for those geometry shaders might be an option.

The grass is currently a very primitive implementation. Of course, when you have a really high viewing distance, you don't want to render grass billboards everywhere. We are currently experimenting with blending into grass textures smoothly. Turned out to not be that easy.

I'll post updates here whenever we have something new to show. If you have any further questions, don't hesitate to ask. We also try to post technical articles in our devblog section on a regular basis, so if there is anything you would like to hear about in detail, we are open to suggestions!