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Volumetric Fog object III - Showcase and features

by Richard Marrevee · 08/24/2014 (1:14 pm) · 13 comments

This blog is some kind of follow-up of this blog. I've edited a few times, adding vids and images, so if you missed it, go back and read it if you like.

What have I done in the mean time?

Since it was almost finished the last time I blogged about it, I was busy testing it and adding some things I thought they might become useful. Also when I was working on one of the missions of my game The Master's Eye, adding a few fog objects to simulate some sort of volumetric lighting, I realised that I claimed 2 screen-sized rendertargets per object. Doing so you consume a lot of vid-mem, which could be used more efficient :( . So I have added a Volumetric Fog Rendertarget Manager which is responsible for the rendertargets, which then are use by every fog object in the scene.

Another thing were the meshes I used. It was a meager derivation of the TSStatic, and didn't always work as I would expect. But now it is capable of loading any kind of .dts or .dae model, the only limitation is that if you use a model not specifically designed for use with the volumetric fog, it may only contain 1 material. If it contains more, only the first one will be loaded. Also added LODding to the fog object and a minimum visible size.

Furthermore, I have modified the modulation texture-mapping to a more acceptable level and polished the code a little bit.

Are there limitations?

Yes! Although you can load concave shapes, they will not be rendered correct. This is due to the fact that it is not possible (at the moment) to read from a rendertarget, which is needed to render these shapes correctly. It is possible to work around this limitation, but this is to costly in fps, and it doesn't solve all the problems.

What's next?

The coming days I will document the code (source and script), so I can expose this to the community. How? I don't know yet, but it will become accessible to everyone I think.

So here is the vid showing 3 possible uses of the fog object.



For everyone who is interested in how to use this object: the next vid shows how to add the fog object to your mission using the world editor.



I hope you have enjoyed this blog and I thank you for reading it.

Richard

About the author

Started programming in 1984 on an Oric, when time progressed switched to MSX, Amiga and finally the Windows PC with T3D. Now developing an epic fantasy game: The Master's Eye. Creator of the DoorClass pack and VolumetricFog pack @ richardsgamestudio.com


#1
08/24/2014 (2:26 pm)
Thanks..Will be looking out for the update!
#2
08/24/2014 (3:52 pm)
Awesome work!
#3
08/24/2014 (11:47 pm)
Very nice!
#4
08/25/2014 (5:21 am)
Wow, the animated fog looks great.
#5
08/25/2014 (7:11 am)
Richard, that is amazing! The Master's Eye looks like it will be a great game too, nice work!
#6
08/25/2014 (9:46 am)
FogDragon/10! :D
#7
08/25/2014 (12:40 pm)
Very nice!
#8
08/27/2014 (2:39 am)
Wow, the animated fog looks fantastic! A must to have.
#9
08/27/2014 (2:08 pm)
@All:

Thanks guys, it will be out soon.
#10
08/30/2014 (5:19 am)
Hey again,

Have you figured out yet if your going to make it free or charge for it? Waiting excitingly for new news.. have a great weekend. I can't wait to get my hands on a copy.

Will
#11
08/31/2014 (9:42 am)
@all who is interested:

I hope I have it out before the end of the week.
#12
09/07/2014 (7:10 am)
Hi Richard,

It's the end of the week, and we haven't heard anything about the sta standing on where your taking the fog layer system. Just wanted to see where you stand with it, if it is coming out for donation or pay or free. Excited to hear the results on it.

Have a great weekend, please keep us posted
#13
09/07/2014 (1:00 pm)
@Will:

At your service. The new blog on how to get it, is on line.