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Plan for Jeff "Reno" Raab
Plan for Jeff "Reno" Raab
| Name: | Jeff "Reno" Raab | |
|---|---|---|
| Date Posted: | Oct 14, 2005 | |
| Rating: | Not Rated | |
| Public: | YES | |
| Comments: | YES | |
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| Profile Page: | View profile page for Jeff "Reno" Raab |
Blog post
IndieGrass, and what it does for your games.
Hey all!
We finally let loose one of the many projects i'm working on for The Third Reich, this one being dubbed "IndieGrass".
edit: tossed in our spiffy logo ;)

From out site(www.thethirdreich.com):
www.thethirdreich.com/about.php?pid=8267
indieGrass is the ultimate solution for a develper's in-game grass needs. It's capable of coving very large areas, fully interactible, and can be destructable if the situation calls for it.
Vids of it in action:
http://www-evasion.imag.fr/Publications/2003/GPRFC03/prairie_mp1.mpg
http://www-evasion.imag.fr/Publications/2003/GPRFC03/prairie-recover_mp1.mpg
The grass is completely interactive with the enviornment around it, moving or getting crushed down according to objects colliding with it, or being shot/blown up grom ingame projectiles and explosives.
It's still in development, but it's inching closer every day.
Just figured you people would enjoy a random screen in your .plan, even with the videos ;)

Feel free to pose any questions you have about this, i'll be happy to answer them :)
-Jeff "Reno" Raab
-Lead Programmer, The Third Reich
We finally let loose one of the many projects i'm working on for The Third Reich, this one being dubbed "IndieGrass".
edit: tossed in our spiffy logo ;)

From out site(www.thethirdreich.com):
www.thethirdreich.com/about.php?pid=8267
Quote:
indieGrass is a project Reno has been working on all summer, combining the works of Sylvian Guerraz, many online resources, and a lot of hard work to integrate with the engine itself.
indieGrass basically takes the concept of interactive foliage to a whole new level. It allows the engine to coat areas with grass as far as the eye can see, while also allowing players to interact with it. Pushing it out of the way, trampling it down, or blowing it up entirely. And all this is done completely dynamically and on the fly.
indieGrass is generated at runtime. So no previous artwork is required, simplifying the process of creating massive fields of grass to simply adding an object in a map which generates the grass itself.
indieGrass simplifies the process of creating lots of dynamic, interactive grass, giving the in-game world a much more interactive, immersive, and realistic feel.
indieGrass is the ultimate solution for a develper's in-game grass needs. It's capable of coving very large areas, fully interactible, and can be destructable if the situation calls for it.
Vids of it in action:
http://www-evasion.imag.fr/Publications/2003/GPRFC03/prairie_mp1.mpg
http://www-evasion.imag.fr/Publications/2003/GPRFC03/prairie-recover_mp1.mpg
The grass is completely interactive with the enviornment around it, moving or getting crushed down according to objects colliding with it, or being shot/blown up grom ingame projectiles and explosives.
It's still in development, but it's inching closer every day.
Just figured you people would enjoy a random screen in your .plan, even with the videos ;)

Feel free to pose any questions you have about this, i'll be happy to answer them :)
-Jeff "Reno" Raab
-Lead Programmer, The Third Reich
Recent Blog Posts
| List: | 03/31/06 - The Third Reich's New Home 01/20/06 - What's happened to TTR? 10/14/05 - Plan for Jeff "Reno" Raab 09/24/05 - Plan for Jeff "Reno" Raab 09/21/05 - Plan for Jeff "Reno" Raab 02/18/05 - Plan for Jeff "Reno" Raab 02/10/05 - Plan for Jeff "Reno" Raab 01/25/05 - Plan for Jeff "Reno" Raab |
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Submit your own resources!| Matthew Langley (Oct 14, 2005 at 17:42 GMT) |
When is this coming out?
How much will it cost?
What type of performance hit do you get?
Ok now on to a bit less canned ones...
Are you releasing it through GG?
How much control do you have over the color and variety of the grass?
Can this be used for other types of "foliage"?
| Chris (Oct 14, 2005 at 17:55 GMT) |
| Josh "GimpMaster" Hintze (Oct 14, 2005 at 17:56 GMT) |
| Chris Labombard (Oct 14, 2005 at 18:02 GMT) |
| Chris (Oct 14, 2005 at 18:08 GMT) |
Quote:
As for performance, there is actually very very very very little performance hit because of the way every is handled. iG uses 3 LOD's at all times(which, like everything else, is generated at run-time), and the blade creation and interaction algos are very short and sweet, meaning less time to deal with it, but just as effective regardless. The general design this whole thing is based off of was capable of being run in realtime(30fps) on a 500mhz machine. Performance really wont be a concern ;)
And no, this is not a option that can be toggled off. that would be an unfair advantage to people who want a cheap advantage.
| Vashner (Oct 14, 2005 at 19:02 GMT) |
| Gary "ChunkyKs" Briggs (Oct 14, 2005 at 19:10 GMT) |
1) Are you doing your development on a really old distro or something? Or are you using a different WM?
2) How did you do that capture on Linux? Did you hook ffmpeg into torque? [something else on my bluesky todo...]
Gary (-;
| Todd Pickens (Oct 14, 2005 at 19:50 GMT) |
Having said that, Unless the artist has control over the size, shape, color, etc. It would be limited.
Looking at the screen shot, I could only see that grass used in a cartoony looking game at best, given it flat color and high color saturation.
I have not checked out the videos yet, but will do so.
I look forward to seeing this develop. Given flexibility, this could make for some really beautiful environment work.
| Jeff "Reno" Raab (Oct 14, 2005 at 20:07 GMT) |
1) There isnt a solid date yet, as it is still in development.
2) I havent even begun to consider the cost of it yet, so we'll have to wait and see on that(it wont be that expensive)
3) see the quote Chris picke out ;)
4) I've talked with Josh about iG for a breif period of time at IGC, and my hope is to release it through GG yes, though no details are close to being finalized.
5) My intent is to make this as easy, and customizable as possible :)
6) Currently, the system supports just grass, or things close to grass. I have another system in the works to handle more complexe bodies of foliage, but i cant go very far into that one just yet ;)
as for Gary's:
1) Oops, i forgot to post the note in my plan's post but to clear it up: The video and screens are not Torque. They are the original implementation by Sylvian Guerrez, the guy i've been working with to get this done. While i'm working with him on this, my implementation is pretty well from scratch. I'll be posting Torque screens of it shortly, as soon as i sort out a few minor glitches with Torque's version of it.
While the pic and vids are not Torque, i've been working closely with Sylvian to get as close to what you see in those as possible into Torque, so dont worry about quality downgrading as i write this system for Torque ;)
2) Stated above, that's not my implementation, so i wouldnt know how Sylvian went about getting that. The current version is being written in TGE 1.3 on winows, but should be highly easy to port to all other platfroms(no platfrom specific code, so i'd hope it'd be easy ;) )
Todd:
As i said to Matt, i'm making this as customizable as possible, color of the grass, height, width, even the complexity of the grass(want the grass to bend more complexely? you can do that too)
Currently all color is created proceurally, though i'll likely implement a textuing system as well for more detailed grass.
The general system will function alot like fxFoliageReplicator, so ease of use is assured :)
Keep the questions coming :D
-Jeff "Reno" Raab
| Blake Lowry (Oct 14, 2005 at 20:31 GMT) |
| Todd Pickens (Oct 14, 2005 at 20:49 GMT) |
| Erik Madison (Oct 14, 2005 at 20:51 GMT) |
| Jeff "Reno" Raab (Oct 14, 2005 at 21:02 GMT) |
There will be some features that are TSE specific, espectially things like using vertex shaders to handle movement and the like.
While the 2 versions will function mostly the same, they will be approached differently.
| Mike "Tango Whiskey" Lawrence (Oct 14, 2005 at 22:48 GMT) |
Anyway,
I remember playing Planetside and "hiding" in the grass only to realize later that other folks could see me just fine because my local grass was just an illusion.
This IndieGrass looks very promising. If this will allow my players to actually use grass as concealment at long distances, then I am definitely interested.
Even if the graphis aren't oowie wow wow, I would still be very interested in this. Grass at range is truly a breakthrough.
| Teck Lee Tan (Oct 15, 2005 at 06:56 GMT) |
| Anthony Fullmer (Oct 15, 2005 at 21:09 GMT) |
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