DayOfWar Atmosphere Test
by Bill Vee · 12/08/2007 (12:46 pm) · 12 comments
Ok too long between updates so lets get right to it.
Small test of the atmosphere shader I have been working on. Not completely done with it but enough to show some good results. The planet is completely new and 30 miles in diameter.
The music is from the musicbakery . It is called Destiny and it is a number of tracks I will have for my game.
This is a Hi-Res version of the video.
I should be releasing a lot more info and in-game videos soon.
Small teaser........... 40+ vehicles. Land ,Air and Space types ..Oh my.
Small test of the atmosphere shader I have been working on. Not completely done with it but enough to show some good results. The planet is completely new and 30 miles in diameter.
The music is from the musicbakery . It is called Destiny and it is a number of tracks I will have for my game.
This is a Hi-Res version of the video.
I should be releasing a lot more info and in-game videos soon.
Small teaser........... 40+ vehicles. Land ,Air and Space types ..Oh my.
About the author
#2
The PC I used specs.
Pentium P4 2GHZ
768 Ram
GPU Radeon X1300 Pro 256 MB DDR2
12/08/2007 (1:29 pm)
Solid 30 FPS. The PC I used specs.
Pentium P4 2GHZ
768 Ram
GPU Radeon X1300 Pro 256 MB DDR2
#3
12/08/2007 (5:23 pm)
That is just seriously cool looking.
#4
12/08/2007 (5:33 pm)
Mucho Bueno...
#5
Can I license your engine? :)
But seriously, I'd love to play around in your engine. It has so much that I want (read: don't currently need)!
I hope you will be able to share some of this amazing work with us.
12/08/2007 (7:11 pm)
That looks amazing!Can I license your engine? :)
But seriously, I'd love to play around in your engine. It has so much that I want (read: don't currently need)!
I hope you will be able to share some of this amazing work with us.
#6
I am currently in the middle of a complete rewrite of the spherical terrain code.
I made a big mistake during my learning stage and just changed the atlasInstance2 class when I should have derived from it. This way when TGEA gets another point release I want go insane again trying to port it over and a resource will be much easier.
12/09/2007 (6:13 am)
I will release some resources and code after my game is published.I am currently in the middle of a complete rewrite of the spherical terrain code.
I made a big mistake during my learning stage and just changed the atlasInstance2 class when I should have derived from it. This way when TGEA gets another point release I want go insane again trying to port it over and a resource will be much easier.
#7
12/09/2007 (9:57 am)
I agree with the others. That is totally awesome.
#8
12/09/2007 (12:46 pm)
You can make a bundle on this as a pack. Im telling you. 50 bucks would be a minumum, maybe this might even be a Planetary Example pack like the flight example, id pay 100 bucks for a working copy of such items.
#9
the terrain looks way better than before
I like the shader too
only a bit weird color for the sky xD
but i like it :)
maybe make it a gradient next because a plain color looks...weird :P
next a cloud layer ^^?
too bad tough that your terrain isn't shaded and with shadows, is it gonna be?
12/09/2007 (1:30 pm)
looking pretty coolthe terrain looks way better than before
I like the shader too
only a bit weird color for the sky xD
but i like it :)
maybe make it a gradient next because a plain color looks...weird :P
next a cloud layer ^^?
too bad tough that your terrain isn't shaded and with shadows, is it gonna be?
#10
The lightmap for this terrain is 16384 X 16384.
Right now the current code , 1.03, has a small clip mapping bug that makes odd seams in my terrain.
It's not my code causing the error as I thought at first as it can be replicated with a clean copy of TGEA and large terrains.
That little bug aside, properly shaded spherical terrain looks very good.
As soon as the new light map is done I will post a new video showing the results.
Obviously the pre-rendered lightmaps has one major drawback.
The planet can't rotate. :(
Maybe I am being too ambitious.
Yes the color for the sky is odd. But it was just for a proof of concept.
Cloud-layers have already been implemented. Cut it out of the latest video because it wasn't playing well with the atmospheric shader. I will have to work on it a little more.
12/09/2007 (4:29 pm)
The terrain will be lightmapped but it has to be done in TGEA and it takes a long time to produce the lightmap for the terrain. I have another machine making a lightmap right now and it's been doing it for about 6 hours now.The lightmap for this terrain is 16384 X 16384.
Right now the current code , 1.03, has a small clip mapping bug that makes odd seams in my terrain.
It's not my code causing the error as I thought at first as it can be replicated with a clean copy of TGEA and large terrains.
That little bug aside, properly shaded spherical terrain looks very good.
As soon as the new light map is done I will post a new video showing the results.
Obviously the pre-rendered lightmaps has one major drawback.
The planet can't rotate. :(
Maybe I am being too ambitious.
Yes the color for the sky is odd. But it was just for a proof of concept.
Cloud-layers have already been implemented. Cut it out of the latest video because it wasn't playing well with the atmospheric shader. I will have to work on it a little more.
#11
12/10/2007 (2:57 am)
Have you tried integrating the Atlas2 bump-mapping, it really just a shader but it allows you to paint an opacity map, I'm sure you know how to do this:) Nice job BTW!
#12
12/12/2007 (1:53 pm)
Awesome as always.
Torque Owner Johnathon