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Terrain screenshots from my RPG
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Hello,
Here are some terrain screenshots from a multiplayer RPG project that I’m working on. I have finally got around to updating the graphics and have just implementing HDR and atmospheric scattering.
The sky uses an implementation of... |
Posted May 1, 2007 5:37:33 PM
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Some recent replies made on our forums |
Terrain screenshots from my RPG
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Quote:
The terrain looks a little lacking in detail to me, but I love the sky and water! Beautiful over all...
Yea, maybe I could add some foliage and clouds one day to make it more interesting.
Quote:Original post by mntlinstituteflr
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Posted July 19, 2007 9:37:07 AM
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Terrain screenshots from my RPG
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Quote:Original post by pixelperfect
In that case I'm not entirely sure you're using your cycles wisely.
If you've got a single height map floating point texture that you're sampling in the vertex shader, then what's the point? You may as well be us... |
Posted May 5, 2007 7:43:14 PM
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Terrain screenshots from my RPG
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Quote:Original post by pixelperfect
so you're using geometry clipmaps then?
Well no, the only similarity is that i'm using regular grids. I dont store texture images for each level, and dont use blend regions to remove gaps.
Edit: If I... |
Posted May 4, 2007 8:09:36 PM
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.Net 2.0 Socket.Send cause Receive Exception
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Hello,
If its not your code, perhaps its something in your IP stack? I have had similar problems caused by nvidia firewall when using UDP. |
Posted May 3, 2007 9:36:07 PM
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Atmospheric Scattering halo Problem
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Looks mint :) |
Posted May 3, 2007 9:16:29 PM
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Atmospheric Scattering halo Problem
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Quote:Original post by MattL
I think the only difference between those equations and the equations i'm using is the partial sphere coefficients (or whatever you call em': (3.0 / (16.0 * pi)) & (1.0 / (4.0 * pi)) ) Right?
Possibly, I'm not su... |
Posted May 3, 2007 1:45:27 AM
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Atmospheric Scattering halo Problem
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Hello,
Try calculating the inscattering using the formulas directly from the paper.
float betaRay = (3.0 / (16.0 * pi)) * bRay * (1.0 + cost*cost);
float betaMie = (1.0 / (4.0 * pi)) * bMie * ((pow(1.0 - g, 2.0)) / pow(1.0 + g*g - 2.0*g*... |
Posted May 2, 2007 11:10:36 PM
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Terrain screenshots from my RPG
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Quote:Original post by Callidus
What algorithm(s) do you employ for the terrain, e.g. geo mipmaps?
I'm using nested regular grids (with the centres removed except for the first) and sample the heights in a vertex shader. Alternatively I input hei... |
Posted May 2, 2007 10:26:27 PM
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Terrain screenshots from my RPG
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Thanks everyone for the positive comments :)
Quote:Original post by d00fus
Bruce don't think I don't see you posting in here ;) Looks good bro, coming along nicely!
Haha cheers man |
Posted May 2, 2007 6:53:50 AM
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