Power Always Shows Through the Fog

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Anonymous Dec 27, 2004 at 08:56

04-12-27.thm.jpg

Description
The screenshot shown above showcases a project I was working on about 3 months ago. The game engine I’m developing has grown quite a bit from then including indoor environments, billboard trees, and models to name a few. To follow the progress of the game check out:
http://www.newworldvideogames.com

The program was created with DirectX 9.0 and C++. In this screenshot, the terrain was created by importing a .raw gray-scale heightmap and rendered using brute force. Currently, the terrain is being updated to use a quad-based system to offer larger maps and more diverse environments. The snow in the scene were created by filling vertex and index buffers, and rendering them. To increase the speed of the scene the snow is only rendered within a certain distance from the character. The fog is simply created by using an effect file and using the built-in DirectX functions. I now frown upon most of these techniques, but when I created this I was a beginner and cared more about it looking cool on my “super-computer” then running on the average home computer.

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SYS49152 101 Dec 27, 2004 at 15:20

looks ok. but you should not add to much fog.
i have browse some pictures. looks good.
ofcourse you should add some nice detail-texturing.
this will give some more life to the scene.

keep on !

  • Andy
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Bljashinsky 101 Dec 27, 2004 at 20:18

Thank you for visiting the site and for your feedback. I forgot to go into more detail about the fog settings in the initial post. In the effect file, which is just a text file that can be changed without recompiling the .exe, I have variables that can be changed to set the what type of fog is being created (I believe this screenshot was linear fog), where the fog starts in relation to the camera, and where the fog ends in relation to the camera. Changing these can easily adjust how much fog is drawn into the scene.

The development cycle right now is more of a learning cycle then straight development cycle. All of my games in the past have been 2d games, and didn’t require trying to guess what the average-gamer’s system hardware was. With 3d, it’s been difficult to try and balance features that look good and ones that will run on most computers. I’ve spent a lot of time optimizing the code to get it to run at a stable framerate on even the slowest computers. Right now, I can get 20-30 fps on my school computer, which is an 800 MHZ computer with on-board video. I was actually limited by my own hardware, because I ran a GeForce 2 at the beginning of development and just recently bought a new high-end system. After checking different hardware surveys, such as the Steam survey, I’ve decided I can go much higher. My current minimum machine will have to support up to Shader 1.4. I’ll post some new screens once I am able to work on some more detailed scenes. Thanks again for your feedback, it’s helped me gauge what I should focus on.

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SYS49152 101 Dec 28, 2004 at 10:55

@Bljashinsky

The development cycle right now is more of a learning cycle then straight development cycle. [snapback]14748[/snapback]

thats the spirit of game development. :)
start small take time to learn….

i go the same way atm. :glare:

  • Andy