Game Development Community

Enhanced WaterBlock in TGEA.

by Stefan Lundmark · 02/16/2009 (12:15 am) · 45 comments

(Trying to embed the video without success) ;)

I've been working on an enhanced WaterBlock rendering and collision system for TGEA for almost 3 weeks now. Goals were:

* Refining the current implementation, better sampling of reflection/refraction. No seperation of interior/exterior shaders.
* Depth sampling, no rough edges where water intersects terrain.
* A springfield physics system.
* Streaming component which unloads and loads resources for the springfield as you move closer or further away from the water.

And this is the result, so far:
Video 1
Video 2 (Better Quality)

Suggestions?

Some other projects I'm working on:

* Line intersection physics on the GPU. It's showing some promise with relight times being significally lower, but my test scenes are far from complex. Need more cases to test, nail a few bugs and optimize data structure flow to the card. I'll blog about this soon.

* GPU Skinning. Need to do more research here, but it's fun.
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#41
02/17/2009 (6:23 pm)
Very nice!
#42
02/18/2009 (1:06 am)
Quote:
Orion Elenzil said:
do you know where the water collides with the land & other objects ?
it might look nice to introduce some turbulence in those areas as the water rises & falls near them.

Intersection information is static and only updated once, then kept on the GPU, which would be a problem. It's interesting though I can't remember how it worked in TGE. Will have to check it out. :)

Quote:
Michael Hense said:
another aquanaut here that would pay to license an enhanced water pak... even if it only had realtime displaced waves :)

I remember your Sub game. Glad to see you're still going!

Quote:
Jameson Bennett said:
Do you plan on using particle systems to show water foam and splash? Could be very effective in adding that last bit of realism.

Definatly considering this.
#43
02/21/2009 (10:56 pm)
hi Stefan,
got any new features in yet?
cant wait to see more of this, I'll be first in line when you make this available. still cant believe my eyes
#44
02/22/2009 (12:47 am)
Hi Deepscratch,

Right now it's mostly optimization of the features that are in there already. I've got a list of things that I want to finish up before I post another update but if you got anything specifically that you would like to see happen, let me know.
#45
02/23/2009 (2:18 am)
underwater caustics. a must.
look at this, he does good water stuff.

habibs.wordpress.com/alternative-solutions/
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