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Plan for Doyoon Kim

by Doyoon Kim · 07/31/2002 (9:34 am) · 7 comments

I'm back, sorta. And I haven't done anything for months! Oh yeah, and I uploaded the shooting range demo for Crime Force (from a while back). That's all folks.

www.crimeforce.com


I might start tinkering around with Torque again. Has anyone done any decent foliage yet? Torque really needs some sort of foliage and higher resolution ground textures to keep up with every other modern terrain engine coming out today. Or!.. maybe Torque can handle foliage just fine except we're all just really bad artists. Hmmmm....

#1
07/31/2002 (10:33 am)
What are these 'other' terrain engines coming out that you speak of?

Not to sound rude but I just am not aware of any terrain using game coming out that even remotely comes close to Torque's...

UT2k3? No, their terrain engine shouldn't even be considered a terrain engine.. heck I think the entire level is still enclosed in a box.
#2
07/31/2002 (11:16 am)
Kinda like in Ghost Recon with all those little shrubs on the ground.

www.ghostrecon.com/ss/MissionPack1.1.gif

www.ghostrecon.com/ss/5_Recon%20at%20dawn_large.gif

Also check out the Crytek engine at www.crytek.com. Heck you'll need a Geforce 3, but it sure looks nice.
#3
07/31/2002 (11:42 am)
Good to have you back! You should be able to put brush and trees out there using Melv's FxReplicator.
#4
07/31/2002 (12:05 pm)
Yeah, Melv's contributions are really awesome I must say. If you're out there Melv, you rule.
#5
07/31/2002 (12:27 pm)
Well,

I know for sure that Phil Carlisle is working on many effects. I know he mentioned grass as part of his plan.

I really wanted to do grass for ages and I think I will just get my fluid rendering stuff to a point and let folks use it before I progress it further.

I really want to extend a version of the fxReplicator specifically for foliage.

I hope my girlfriend doesn't see this but I've got a whole week off work (3-11th Aug) !! Yep, a whole god damed week to (quiet voice) *work on garage games development*.

She may kill me in the end but I think it will be worth it for the community! 8)

p.s. Thanks Doyoon but I think it's you that rules being as you were the first person to release anything of note from GG. I hope you stay around to watch Torque grow into a beast of an engine! ;)

- Melv.
#6
07/31/2002 (5:36 pm)
Just a FYI, I was using your replicator as a start Melv. I'm sure we all know which direction we need to take on doing the grass, its simply getting the time to hack out the damn code.

As it is now, grass isnt possible as it is because the scene graph overhead of using many statics just kills the render speed. Essentially its a VERY simple fix, just write a shapeinstance that uses a meshinstance that doesnt manage its own render state, handle the renderstate setting and actual call to render methods inside the replicator derived class (so essentially instead of creating TSStatic's in a list as melv currently does for rendering the meshes for the replicator, you create a structure containing the transform etc for each object, and simply draw a single mesh for each structure in your replicator list in a single render call). Of course there are issues of sort order, but according to John Ratcliff (planetside, see thier shots for a grass renderer) simply sorting it once at creation from the camera view and leave it at that works ok! :))

So in short.. grass IS coming, either myself or melv, or defiant or someone else WILL hack it together. If only I could push myself to hack at it enough to get it done, I reckon it'd take a day or two.

Phil.
#7
08/01/2002 (8:45 am)
I've got some new ideas that I'm going to try next week that I'm hoping will give good results for foliage.

I don't want to sound cryptic, it's just that if it doesn't work then no harm is done. 8)

- Melv.