Game Development Community

Implementing SpeedtreeRT

by John Hernandez · in Torque Game Engine · 11/26/2004 (9:15 am) · 77 replies

Hi all,

I 've read a little about people having success in implementing Speedtree into Torque and was wondering if anyone might have any tips on where to start or any potential pitfalls involved in such an undertaking?

Thanks

John
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#61
10/01/2005 (9:23 am)
Same here! I really hope the Tree Pack comes out very soon.
#62
10/02/2005 (9:40 am)
Ok well the owner of TreeMagikG3 has contacted me about integrating TMG3 into Torque. I have to see his code, but I think it will be real time.
#63
10/02/2005 (9:52 am)
Hmm I think their price went down on SpeedTree, last time I looked (admitedly over a year ago) I thought it was closer to about $8000 for the one time fee. Interesting.

While their our some studios that can afford that for their needs, I'd have to say that's a lot of money for a tree-renderer for most of the crowd here.
#64
10/02/2005 (9:54 am)
Anxiously awaiting more information on the GG Tree Pack stuff... could really use it, now!!!
#65
10/02/2005 (10:04 am)
I'm amazed at Adam's screenshot abilities. That's actually the worst screen I've ever seen of the tree pack. GG ADAM!

It looks way more awesome then that. ;)
#66
10/02/2005 (10:24 am)
"Anxiously awaiting more information on the GG Tree Pack stuff... could really use it, now!!!"

x2 Awesome work.
#67
10/02/2005 (10:44 am)
I could really use the Tree Pack too! Please hurry...!

Btw, I love that last picture of the Tree Pack, that looks awesome!
#68
10/02/2005 (10:59 am)
With the tree pack, can trees be created with little variance's during runtime? Can the branches move from a player collision.
#69
10/02/2005 (12:35 pm)
Just so everyone knows, Ben's pack is the Forest Pack. I say that to avoid any confusion since Tim's Environment Pack and the BraveTree Tree Pack are going to be very relavent content packs once Ben is done with his work.
#70
10/02/2005 (12:59 pm)
Could you explain more about Ben's pack?
#71
10/02/2005 (10:36 pm)
It basically lets you render many pre-modelled trees (or bushes or rocks or cacti or whatever) on screen, much more cheaply than can be done by doing them with independent objects (like the shape replicator). You can apply many rules to control tree placement (like clearings or density or tying certain tree types to certain terrain texture types or what have you - you can tweak the placement rules as needed).

You can have as much or as little LOD as you want in your tree models - at minimum you'll want a geometric level of detail, and then a billboard level so the forest code knows when to switch to a billboarded imposter (created at load time). Or you can do more if you want - most of our tests have only had the 1 LOD though.
#72
10/03/2005 (9:39 am)
That sounds great, I can't wait until you guys release it. Any rough date?
#73
10/03/2005 (12:53 pm)
They are probably waiting until after the conference to tell the rest of us :). heh. That's another cool thing about IGC, you get to see all of the goodies before the rest of the community.
#74
10/05/2005 (8:38 pm)
I just got this in my mail.

SpeedTreeRT Standard PC License, Per Title (For engines other than Unreal Engine 2 or 3)

Currently Published Price: $5,995
NEW, as of Nov. 1, 2005: $8,495
#75
10/05/2005 (8:51 pm)
Dude thanks for warning us, I think you just helped some of us on decisions.
#76
10/05/2005 (11:55 pm)
I'll do desert games for now... hehe
#77
10/06/2005 (5:53 am)
Yeeeeeeeeeeeah, that's pretty steep.
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