Game Development Community

Enhanced WaterBlock in TGEA.

by Stefan Lundmark · 02/16/2009 (8:15 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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#1
02/16/2009 (8:25 am)
Very impressive stuff here!

Only suggestion I would have so far, is the ripples that the snow flakes make look to big. :)
#2
02/16/2009 (8:49 am)
Nice. You could adapt this for meteor showers, with larger ripple effect and steam.
#3
02/16/2009 (8:55 am)
Great work Stefan looks like this could be a real bonus for TGEA, love seeing the things that are possible with the engine
#4
02/16/2009 (9:34 am)
That looks real impressive Stefan, nice beefing up of the waters.
#5
02/16/2009 (9:37 am)
Wow - very impressive work, Stefan. I'll be keeping an eye on this!
#6
02/16/2009 (9:41 am)
Awesome!
#7
02/16/2009 (10:57 am)
Wow, that is great stuff!
#8
02/16/2009 (12:27 pm)
Thats friggin' awsome! When can we see the resource/product? :P
#9
02/16/2009 (1:22 pm)
WOW doesn't do justice, AWSOME comes close, BRILLIANT, STUNNING. we wants it precious, we wants it!
#10
02/16/2009 (1:34 pm)
NICE!!!
#11
02/16/2009 (1:40 pm)
Whoa! Far beyond awesome!
#12
02/16/2009 (1:50 pm)
Hats off, looks amazing!!
#13
02/16/2009 (2:16 pm)
sweet you gonna make this a resource?
#14
02/16/2009 (2:34 pm)
:O
#15
02/16/2009 (3:06 pm)
That looks awesome, great work!
#16
02/16/2009 (3:30 pm)
That's some sexy water!

I'll be watching out for further developments. ;)
#17
02/16/2009 (4:00 pm)
That's really fantastic! Great work!
#18
02/16/2009 (4:04 pm)
Wow. Can't wait to see where this goes :)
#19
02/16/2009 (4:54 pm)
Thanks everyone!

Quote:
Only suggestion I would have so far, is the ripples that the snow flakes make look to big. :)

Hehe, agreed. :P Just didn't bother tweaking the datablock.

Quote:
Thats friggin' awsome! When can we see the resource/product? :P

Thanks! It was made for a game we're working on, however, it's possible we'd make it a pack to aid financing our own game. Depends if the idea gets popular enough, though.
#20
02/16/2009 (5:01 pm)
After watching the video a few more times, I have a question for you. Did you have to increase the water block's grid size to achieve the high resolution on the ripples? If so, does it adversely effect performance?
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