Started on my game’s final terrain textures.
Adding map objects to my map editor soon.
What do you guys think?
Started on my game’s final terrain textures.
Adding map objects to my map editor soon.
What do you guys think?
I tidied up my terrain generator. It’s more organized but still bleak as I have to re-implement everything from scratch.
And then I found this gem.
Look familiar? ツ
The last week I’ve been working on replacing the kind of ugly sky boxes we’ve been using for WSW. This resulted in my own implementation of atmospheric scattering.
Although the settings we’ll use for WSW will be tuned for in-atmosphere performance and quality, the itself algorithm works just as well for views from space.
Performance? 0.85 ms for 1920x1080, but can be tweaked by modifying the sample count. All the above screenshots use a sample count of 8, which when tweaking the settings to look good from space gives quite a bit of noise. For WSW I might even drop the sample count to 5-6 since the noise isn’t visible from inside the atmosphere with the settings tweaked.
very nice scattering!
Woooh!! 500 medals!!!
EDIT: God damn it, SHC!
;D The size is important, isn’t it? Sorry, it was my daily saucy (bad?) joke.
You’re right. When you’re not alone, there are fewer chances that you can’t post anything new frequently. When a project depends on a single person, it’s harder.
I can’t appreciate again!! ;D
That atmospheric scattering feels very true to life. You seem to take the high road and strive for perfection, which I admire. In coding, I definitely take the low road
Looks good. Reminds me of just beyond Edgeville in Runescape.
It’s based on physically based equations for scattering. I had to do lots of research, derived approximated functions for air density and tried a lot of things to get the colors right. It’s all extremely tweakable, but it really was surprising how simple the theory it’s all based on was. The entire effect is achieved by light being scattered based on 1/wavelength^4, which means that blue light is scattered 5x more than red light. That means that when you look at the sky, it looks blue because blue light is scattered more, while if you look directly at the sun it looks red/orange because the blue light got scattered away. The entire thing is just keeping track of extinction and raytracing through the atmosphere. The problem is doing this in real-time, but I managed to make it work by precomputing some values and store them in a texture.
The basics of the algorithm is basically this: Cast a ray in the direction of each pixel. For N points along the ray check how much light from the sun reaches it. This essentially means raycasting through the atmosphere again but towards the sun instead. In the end we have N*M samples, which is slow. I came up with a clever way to precompute how much light reaches each point in the atmosphere, and I think I managed to innovate a bit since I only need one precomputed 128x128 2D texture instead of multiple high-resolution ones. Since the M sample raycast is precomputed, I can do it with a huge number of samples for quality. In the end, I simply do N samples, each doing one texture sample and a bit of math.
Changed music for the trailer, and worked on the press release copy of RFLEX.
HVPqiV02nBQ
The game is starting to come together!
(ignore the ugly clothes, they were tests that I never removed)
clusters of moving grass.
Implemented a text listener interface into SilenceEngine, and tried to write a small notepad like app with it.
You don’t stop playing/making games when you get old, you get old when you stop playing/making games.
Last minute was the first time that a hand-written SSE assembly function (for Matrix4f.transpose()) did not result in a segmentation fault during the first test… I have like a thousand hs_err_pid*.log files in my execution folder
finally got my head around that sparse voxel octrees … after punching my brain for a year or so!
crunched the sponza from 1024^3 voxels into a 190 mb octree. still very IO bound but i got a basic version to fly with frustum culling and LOD :
bit more black and white simplex
thanks to jeroen baert for explaining it in simple pictures.
http://www.forceflow.be/2012/07/24/out-of-core-construction-of-sparse-voxel-octrees/
My mechanical keyboard finally arrived and I’ve been coding away all day! It has been so satisfying. The hype is understandable now.
R.I.P. Razer Lycosa (2012-2015)
Hello, Karen (Corsair Vengeance K70). 8)
Spent the day getting a 50 contact long spreadsheet together. Each entry has an email address, name, and a personalized message (which, in the example below, was “is you”) for the email. I also set up the automation process so all emails can be sent out at once.
Trailer is completed, the emails are completed… now all I have to do is finish the press build of RFLEX. That will probably be the hardest thing :P.
-wes
Started my fifth attempt at dungeon generation because my current generation is painfully slow on slower computers and can take upwards of three minutes to generate because it’s actually failing about 99% of the time and trying again. Sometimes it’ll be nearly instant (when it goes well and fits all the pieces perfectly), but this is too rare to be reliable.
Loads of fun…
SENPAI NOTICED ME! Time to start subscribing to /r/TsundereSharks!
(Nvidia responded to the bug report I sent weeks ago! First time they’ve actually responded!)