State of Fortune

(You edited your post, mean-o! :)) Dynamically selecting the LOD on distant chunks would work indeed, but it would be negative for the FPS. I wonder how much though.

That’s what I do now already (each chunk being 66 by 66 tiles).

However, at the moment the landscape is rolling, so the LOD changes are quite smooth. Once people can start digging it’d not be rolling as there can also be a big peak on half of the chunk and a big hole on the other half of the chunk. My formula at the moment would then draw the land straight, but once you get to the higher LOD levels it’ll change a whole lot. On top of that the texture of the dug out land might be different than the texture on the peak, making the jump in LOD even higher.

The more I think about it the more I realise that it’s possible but extremely difficult to get right without ruining the FPS.

Mike

The idea is that when accounting for the error per chunk, per lod, your renderer will not render a flat area, as it will not pick the low LOD for that chunk.

The idea is that when accounting for the error per chunk, per lod, your renderer will not render a flat area, as it will not pick the low LOD for that chunk.

Sounds promising. Looking forward for the update. Will you do a hard-reset or will we keep our accounts and gold? ^^

Sounds promising. Looking forward for the update. Will you do a hard-reset or will we keep our accounts and gold? ^^

You’ll keep your accounts, but I’ll most likely reset the gold.

I gave up on digging for the foreseeable future as I need to limit the scope somewhat or I’d never be done with the update :slight_smile:

Here’s a screenshot of the “Very far” render distance (6km) with one of the new trees in the foreground, the new fog in the distance and the new water reflections (a screenshot doesn’t do them justice though).

http://stateoffortune.com/pictures/alpha2/VeryFarRender.png

Mike

You’ll keep your accounts, but I’ll most likely reset the gold.

I gave up on digging for the foreseeable future as I need to limit the scope somewhat or I’d never be done with the update :slight_smile:

Here’s a screenshot of the “Very far” render distance (6km) with one of the new trees in the foreground, the new fog in the distance and the new water reflections (a screenshot doesn’t do them justice though).

http://stateoffortune.com/pictures/alpha2/VeryFarRender.png

Mike

Very pretty!

Very pretty!

Mike, I’ve found a nother bug…

Wow… As I write this I’m trying to replicate the bug… and its seens soooooooo wierd…

The bug is: the same lady (saller) has multiple inventories…

I just found two inventories… if u aim to the feet and open her invetory u get one, if u aim to the head u have another one… its this normal?

Thresher’s have this bug too as well as Flour mill’s, also if I put the itens on the upper part of the machine there is no animation and on the lower part it has.

PS: Also Ive just tested and the machines can run twice the load they should with this bug…

Once again the tree are way to big :wink:

Although the scenery looks nice

I’ll see how they look if I shrink them a bit. Trees are huge though in real life! (At least in Sweden… :))

I just finished changing the code for normal maps so they don’t change anymore when you rotate the camera and I am currently busy with improving the SSAO as I never really liked it. The SSAO is starting to look really nice, I’ll see if I can get it screenshottable in the weekend.

Mike

Mike, I’ve found a nother bug…

Wow… As I write this I’m trying to replicate the bug… and its seens soooooooo wierd…

The bug is: the same lady (saller) has multiple inventories…

I just found two inventories… if u aim to the feet and open her invetory u get one, if u aim to the head u have another one… its this normal?

Thresher’s have this bug too as well as Flour mill’s, also if I put the itens on the upper part of the machine there is no animation and on the lower part it has.

PS: Also Ive just tested and the machines can run twice the load they should with this bug…

Once again the tree are way to big :wink:

Although the scenery looks nice

I’ll see how they look if I shrink them a bit. Trees are huge though in real life! (At least in Sweden… :))

I just finished changing the code for normal maps so they don’t change anymore when you rotate the camera and I am currently busy with improving the SSAO as I never really liked it. The SSAO is starting to look really nice, I’ll see if I can get it screenshottable in the weekend.

Mike

I gave up on the new ssao for now. I didn’t get it to look like I wanted without a lot more work than I had thought. I was calculating the normals from the depth texture and I never got it perfectly stable when moving the camera around. Due to that the ssao got some very weird artifacts when moving the camera. The best way to solve it would be to create a normal texture and pass it to the ssao shader, but looking at the difference from the current shader it wasn’t worth the work.

I settled on smoothing out the existing ssao instead. Here is a pic with the smoother ssao, the improved aa on distant objects and the new normal calculation :slight_smile:

http://stateoffortune.com/pictures/alpha2/newnormal.png

Mike

I gave up on the new ssao for now. I didn’t get it to look like I wanted without a lot more work than I had thought. I was calculating the normals from the depth texture and I never got it perfectly stable when moving the camera around. Due to that the ssao got some very weird artifacts when moving the camera. The best way to solve it would be to create a normal texture and pass it to the ssao shader, but looking at the difference from the current shader it wasn’t worth the work.

I settled on smoothing out the existing ssao instead. Here is a pic with the smoother ssao, the improved aa on distant objects and the new normal calculation :slight_smile:

http://stateoffortune.com/pictures/alpha2/newnormal.png

Mike

I ended up getting a nicer SSAO up and running anyway as well as using edge detected FXAA, I didn’t want to let the normals defeat me :slight_smile:

Here’s a screenie of a remote lake that the new landscape formula generated, as well as a look of the new stone texture and a better look of the new water. There’s still something missing that I can’t really put my finger on (except for clouds as I scrapped them for now, I didn’t like the look of the old ones), but sooner or later it’ll be a great looking game :slight_smile:

http://stateoffortune.com/pictures/alpha2/mountainlake.png

Mike