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.
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.
About the author
#42
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. :)
I remember your Sub game. Glad to see you're still going!
Definatly considering this.
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
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
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
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.
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
look at this, he does good water stuff.
habibs.wordpress.com/alternative-solutions/
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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