posted
Spiffy. Good luck with the coastline, though.
-------------------- But if we COULD use nails in the walls, I'd have a nail-bunny and I wouldn't need you! Posts: 6096 | From: Minnesnowta | Registered: Mar 2000
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Hard to tell I made progress, but I did, honest. Mainly I was working on my 'recursive just in time fractalization from a single random seed' function. Making it neater, cleaner, and faster.
Also, it's now very dynamic in terms of some tuning parameters I can more easily play with to see what looks best.
Unfortunately, I didn't make a lot of progress getting rid of the stripes on the triangle lists. After all the effort I went to to compute normal vectors, I wish it looked better.
On one hand it does look nice, since the shading 'follows the sun' and can change over the course of the day. But on the other hand, it would probably look even better with the shading just built into the texture, and cycling the shadows on the terrain won't look all that great when compared to all the other things on the screen which probably won't be shaded right :-)
-------------------- He knows when you are sleeping. Posts: 10561 | From: California | Registered: Dec 1998
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Microsoft Flight Simulator 2002 has really excellent, simple, animated water. I will be happy if I can look half that good, using #2 above.
I haven't seen anyone else do #1 before, and that's probably because it looks pretty bad when you have z-fighting going on. The 'literature' suggests using stencils to carve out a good coastline. I dunno though... I'm still excited about being able to dive under the surface, and most of the solutions to z-figthing work against that goal.
I'm half-inclined to leave this to the display cards... as they get better, they will have higher resolution z buffers and the problem might just go away :-)
-------------------- He knows when you are sleeping. Posts: 10561 | From: California | Registered: Dec 1998
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posted
Just my question but, is this some feature that will be put onto Rocket Club (On world flying) or just you doodling around?
Second question: Are you making the textures yourself or importing them from other places. If you are importing them I know some real good ones to use for water and posible mountains and structures on the ground.
posted
These are all in-game rocket club screen shots. This is the view of a planet from inside the atmosphere. You can land on this surface and walk around on it. (Well, except that you have no body yet :-)
I put most of these into first-person view, which is why you don't see your space ship.
Planets are generated from random seeds, which control the terrain, its "roughness", and its general colorscheme (which comes from a .bmp graphic -- this one is my favorite image of mars)
Water is optional for a planet, and has additional random variations available. I am trying to beef the planetary generator up enough so that all planets don't end up looking pretty much the same (what's the point, eh?)
Ditto for atmosphere/cloud layers... yet to be done.
-------------------- He knows when you are sleeping. Posts: 10561 | From: California | Registered: Dec 1998
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posted
Well if you need more textures I can e-mail you some. They are from another game but I am sure if you ask them to use them it should be fine since the game is kinda non profit for you.
It's still not a game. The HUB is generally not running, so you won't be able to connect to it, and even if you could, all it would let you do is chat.. sort of..
I think the following might be new:
* Possibly new splash screen * new HUB/SOLO selector screen * New Account Management screen (stolen from Arcadia) * New F6 command to cycle planet color maps * New commands to flatten terrain, use texture map as elevation data or photo * Uses my MilkShape space ship (no, you can't make your own yet, other than by replacing mine, which is ok with me, but it will get overwritten)
F3 and F4 commands are still your best friends.
---
RC6 is now online.
-------------------- He knows when you are sleeping. Posts: 10561 | From: California | Registered: Dec 1998
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posted
The rock layers... or strata... or whatever... look really cool!
-------------------- But if we COULD use nails in the walls, I'd have a nail-bunny and I wouldn't need you! Posts: 6096 | From: Minnesnowta | Registered: Mar 2000
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posted
Ahhah... redesigon for RC website. Nice looking, me likes!
-------------------- "Eye of twilight give us sight Take our offer, give us might Make our power tears of night" Posts: 794 | From: Somewhere in Argentina | Registered: Jan 2000
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posted
I've had issues with what you call Z-Fighting as well...
The only sure way I've seen to fix it is to not place the water under the terrain. To clip around it.
You could just elevate the terrain to be 0.05 above the water, but if you were to fly on water level you could just pick it out (Aesthetics is upto you though).
Doesn't seem to matter the order you buffer or draw the objects either, the 3D engines all seem to like to draw them in the wrong order, so ordering the water first than the terrain unfortunately won't fix it (I'm sure you've tried that anyway).
-------------------- Kai-Goddess of SoV. Swords of Villanousity : Website : Guild Hall : Forums Posts: 5323 | From: Melbourne, Australia | Registered: Jan 2000
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posted
It might be me, but RC is lagging bad(At Main Menu) after clicking "Blast Off". After doing ctrl-alt-delete, the little sign on prompt came up. It was fine afterwards. Great stuffs
-------------------- -{Since A35 Posts: 83 | From: Clarkston, Washington, USA | Registered: Dec 2000
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posted
RC6 is generating a lot of triangles on planet (21 thousand or so), so it's pretty slow at the moment (I am getting about 18 fps while on planet, and 180 fps while in space) Hopefully it won't be too difficult to optimize
And be sure to use:
1.) F3 (cycle until you see a planet surface) 2.) F4 (cycle until you see a camera angle you like) 3.) F5 (cycle until you see mountains you like) 4.) F6 (cycle until you see terrain colors you like)
-------------------- He knows when you are sleeping. Posts: 10561 | From: California | Registered: Dec 1998
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posted
This is awesome.... need... Rocket Club... now!!!
-------------------- Omega, the Master of Reality, has hatched from his Embryo and is ready to conquer the world once again. Watch some of my videos. Posts: 609 | From: Knoxville, TN | Registered: Aug 2001
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-------------------- Due to my sig being so crappy, It had to change. It sucked like a hoover. Posts: 430 | From: Maryland | Registered: Mar 2002
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Dead(X)EyE
unregistered
posted
Have you ever played Operation Flashpoint? The water in the game rises and falls and has no problems with z bufering. But the game does not allow you to travel underwater.
What language are you programming Rocket Club in? Are you using opengl for the 3d??
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I'd like to thank someone, FoF I think, or Mosq for poiniting out RC6 is out. What happened to 5? o.0 And yes, I AM BACK! Well, in this forum. Not even looking at other ones. And I love it Dan.
"All else is secondary to RC!" (I'd use a WC quote, but I have a horrible junk vid card, and 64 RAM. Don't ask how SC runs on it, I'm scared to know myself.)
-------------------- Any and all velca will be added to your personal hahta in Angamando. Posts: 711 | From: Chanhassen, Minnesota | Registered: Oct 2001
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posted
when I first started RC, I looked at both OpenGL and Direct3D and found the documentation for OpenGL to be even more impenetrable than the documentation for Direct3D
Plus, Microsoft has shown such success in dominating standards, one way or another, I thought in the long run my life would be simpler if I just gave in to the evil empire on day one.
Now that I am a sophisticated 3D programmer , they really do seem about the same... and I imagine the convergence will just get even greater.
Like most aspects of programming, you start out assuming the computer is going to be doing all the work for you, and it only slowly dawns on you how many of the details really are going to be your responsibility after all.
3D accelerator cards are amazing number crunchers, though, and another mental problem is accepting that a certain KIND of math is no longer expensive at all, and you can throw as much of it at the hardware as you like, instead of carefully re-organizing your life so as to do, for example, multiplies instead of divides.
I wish the dang thing would compute my vertex normals for me, though. That's where all the non-3d-card cpu is being burned in RC right now. I finally saw how I could normalize them without needing a square-root (big improvement), but I am still doing the cross product myself.
-------------------- He knows when you are sleeping. Posts: 10561 | From: California | Registered: Dec 1998
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posted
Oooooooooooooos and ahhhhhhhhhhhhhhhhhs. . .
-------------------- Any and all velca will be added to your personal hahta in Angamando. Posts: 711 | From: Chanhassen, Minnesota | Registered: Oct 2001
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posted
How could I have missed this post. This is the first I have seen it and it is 8 months old. I suck.
Posts: 1443 | From: Penn State | Registered: Apr 2001
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posted
I frekin told you to come back Mosquito, I even made you a kick arse Char. now get your butt back to the Syn-Real community
Posts: 3361 | From: Midland, TX, USA | Registered: Nov 2001
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