Another Terrain

744d06ebf78d82e8667f1f7ad8392daf
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SYS49152 101 Dec 27, 2004 at 11:34

04-12-27-0.thm.jpg

Description
This is my way to contribute something and say thanks to the people who always helps other people dont matter how trivial the question sometimes is :)

here are some links to full-resolution pictures: (the pics are jpg so there are abit of quality loose)

http://www.netpix.org/pix/12/27/04/snap01.jpg

http://www.netpix.org/pix/12/27/04/snap02.jpg

http://www.netpix.org/pix/12/27/04/snap03.jpg

http://www.netpix.org/pix/12/27/04/snap04.jpg

http://www.netpix.org/pix/12/27/04/snap05.jpg

http://www.netpix.org/pix/12/27/04/snap06.jpg

Some information about this project:

As you can see there are not much stunning effects at the moment. This is because with this project I want to understand more about how to setup a scene to get more out of it. All of this stunning effects are useless when you run out of frames to show them. :) This project is done with mdx/C# using Visual Studio .NET

Project Status:

  • Terrain - Patch System ( working with 16x16 patches = 512 faces )
  • Terrain - LOD System ( 50 % is working )
  • Terrain - Texturing ( pixelshader is used to blend the 4 textures+shadow/lightmap )
  • Plantsystem ( using simply LOD. combines real data and 4 sided billboards )
  • Water Reflection ( render target is 1024x1024 and a simply bump-effect is used )
  • Culling ( frustum-culling - 6 planes are extract for culling test )
  • Particle System ( 100% working but not uses atm )

The plantsystem is combined with the culling-patch-system. Every object in the scene knows on what patch it is and can test if the patch is visible. So no extra culling is needed for the objects. Most of the data is combined and grouped together to do batches and reduce renderstate changes.

At the moment, it’s half-time in my project and I have started to polish the code and fix some bugs. When the project has a 100% status I plan to release some demo + sourcecode.

Merry Christmas and happy new year to all!

  • Andy

3 Replies

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744d06ebf78d82e8667f1f7ad8392daf
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SYS49152 101 Dec 28, 2004 at 15:24

sorry i forgot something to tell about the terrain.
this terrain is just a simply layer and will not use to produce mountains.
ofcourse just small hills.

here is are some pictures what iam planing to do.

http://www.netpix.org/pix/12/28/04/mount01.jpg

http://www.netpix.org/pix/12/28/04/mount02.jpg

http://www.netpix.org/pix/12/28/04/mount03.jpg

atm iam working on a class for that kind of mountains.
i have start to go this way because i wll have more desgin controll for this kind of mountains and not limited to any rules.
( texturing, visual, effects …. )
it will be possible to walk inside mountains….

so give me some days and it will fit better to the terrain.

  • Andy
D619d95cddb1edb227f51ef539d15cdc
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Nautilus 103 Dec 28, 2004 at 21:40

Very Nice Looking! :)

Although the graphic shows nothing top-notch, it does show the amount of work which went into it. And that’s a lot.
I won’t say “yes, but you should add this and that and blaah”.
Since your work ain’t finished, it is obvious that misses features.

I totally agree with you when you say “for now I prefer to fix bugs and polish the code” (well, sortof).
Most people nowadays start and set up some 3D, and immediately focus on adding a crapload of special effects.
And only after that maybe they start polishing the code…
Call that “programming” ?

You are doing things the right way instead. And I can tell since now your project will grow and get much better because of it.
Keep up the good work!

Now the questions.
You said LOD is 50% operative atm.
Out of curiosity, what method have you adopted?

You also said you’re using a lightmap. I assume illumination to be static.
What made you chose static over dinamyc?
1) Because you aren’t interested;
2) Because you plan to do something special with it;
3) Because with your terrain type it’s the best-looking lighting solution;
4) It’s temporary and you plan to switch to dinamyc when the time comes.

I’m darn curious about your frustum culling system.
You’re using 6 planes for it, right?
Correct me if I’m wrong, but aren’t those 6 planes supposed to be recreated each time you change camera position?
What made you prefer this system over the others?

Last but not least: is the scene hardcoded?
Or are you using a 3D Editor you previously wrote ‘cause your project involves something bigger than the green ‘n water scene you shown us?

Regards, and Happy New Year to you too! :)

744d06ebf78d82e8667f1f7ad8392daf
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SYS49152 101 Dec 29, 2004 at 09:20

first thanks for your respond. :)


Although the graphic shows nothing top-notch, it does show the amount of work which went into it.


iam not spending much time in the grafics atm. that has 2 reasons.
first iam not really designer. secondly iam more on coding to have some stable and robust system under c# to work with it.


You said LOD is 50% operative atm.
Out of curiosity, what method have you adopted?


i have call it LOD because i dont have look into any code from other people.
the result will be the same by reducing data that is far away from the camera.
50% is because i have atm the same problem like other people having sometime cracks in the terrain. but i now where the problem comes from and will fix it soon.


You also said you’re using a lightmap. I assume illumination to be static.
What made you chose static over dinamyc?


the light/shadowmap has the same dimension as the terrain and is loaded into the specular compoment and used in the pixel shader of the terrain.
in this thread i have describe what kind of pixel shader i used atm for the terrain.
if you know the programm ‘willbur’ there is an option you can create a lightmap for the terrain. this kind iam using atm.

http://www.devmaster.net/forums/index.php?showtopic=2349


I’m darn curious about your frustum culling system.
You’re using 6 planes for it, right?
Correct me if I’m wrong, but aren’t those 6 planes supposed to be recreated each time you change camera position?
What made you prefer this system over the others?


yes the planes are created every time the camera change. its a combination with quadtree and view frustum culling. since i dont wanted to deal with overdraw i go this way atm. but this will change ofcourse when i have more exp. with frustum culling.


Last but not least: is the scene hardcoded?
Or are you using a 3D Editor you previously wrote ‘cause your project involves something bigger than the green ‘n water scene you shown us?


no the scene is not hardcoded and this why i spend ofcourse the double time in design the classes like other people would spend ofcourse. i can switch into windows mode and activate some other windows arround to manipulate objects, terrain and other things in realtime. the editor looks crap but its ok for me because i can saved all the content i have changed in some kind of a project file.

thanks again for the respond. some more informations about this project.
the coding itself took not so long. most of the classes are very basic but easy to change without starting to recode all again and again and……
most of the time i was doing researching and writing informations down before i have start coding any byte. :)

i wanted not make the error some other people doing by implementing some kind of high end cool textured terrain with a superb water effect and having no frames left to show a tree a bush or something. :)

hope this answer some of your questions…….

ps: iam sorry about my english. ofcourse there are some things abit unclear because of my english. but like my code i try to improve this day by day. :wub:

  • Andy