Keeps getting better and better.
(netcafe GF4MX420,Athlon XP 2000+)
03/29/07, 18:28:15 : done initializing, seconds taken : 0.308
03/29/07, 18:29:01 : done 3687 frames , seconds taken : 46.322, average / second : 79.595
How big is the ingame map? I see heightmap is 900*900, but I guess ingame one is bigger/smaller? _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Jun 08, 2007 4:55 pm Post subject:
average / second : 60.142
still seems mainly CPU dependant, though i heard 8800 cards really need a good CPU to perform well. _________________ Please, read the signature rules of the forum. QUICK_EDIT
Keeps getting better and better.
(netcafe GF4MX420,Athlon XP 2000+)
03/29/07, 18:28:15 : done initializing, seconds taken : 0.308
03/29/07, 18:29:01 : done 3687 frames , seconds taken : 46.322, average / second : 79.595
How big is the ingame map? I see heightmap is 900*900, but I guess ingame one is bigger/smaller?
each pixel basically represents a cell, so , yeah, a 900x900 map
though probably, a buffer zone will exist
and, no, chielscape, close to all work is done by the GPU
currently the CPU only issues the commands, and culls _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Fri Jun 08, 2007 7:02 pm Post subject:
oops. i remember putting it back on app controlled, after testing the first.
247.926 _________________ Please, read the signature rules of the forum. QUICK_EDIT
06/08/07, 23:06:04 : done initializing, seconds taken : 0.332
06/08/07, 23:06:29 : done 11383 frames , seconds taken : 25.307, average / second : 449.796
RX1600 512MB DDR2,Athlon 64 3200+,512 MB DDR1
The geomipmap one has 800+ FPS.
yeah, but it has a smaller view range too, and the fixes needed for geo would probably cost quite a bit of CPU power _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
Well, when you look one ms time, 450-800 difference is not that big really, so no problem (eg. dropping geomipmaps definitively?)
Any chance of some vars to be controlled by .ini in coming test versions? I might code some ini code myself, but I'm too lazy right now. _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
Joined: 22 Dec 2004 Location: Tiberium Research Center N27
Posted: Sat Jun 09, 2007 4:28 pm Post subject:
Ok:
1)Make it so you can see father - cause you barely see only to your nose.
2)Under some angles errains starts to go... looking weird(like old 3D engines for FPS's)
3)Next time - color the land _________________ DUNK! QUICK_EDIT
Ok:
1)Make it so you can see father - cause you barely see only to your nose.
2)Under some angles errains starts to go... looking weird(like old 3D engines for FPS's)
3)Next time - color the land
you can edit all these things in settings.ini -_-'
try editing viewdistance and fogdistance
perspectivestrength is also what you want
and to "color the land" i'd need to add textures
you might also want to set lod to 1
_________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. Last edited by Judeau on Sat Jun 09, 2007 5:51 pm; edited 1 time in total QUICK_EDIT
TS with this engine will be great. Maps so large you can actually get lost while trying to scout out your opponets base. That equals good times QUICK_EDIT
heh i managed to see all the terrain at full detail and the FPS is still decent. the lighting when rotating is still screwy though. i don't get what is causing that.
btw where did you get this heightmap from, it looks like real satellite data. there must be a colormap that goes along with this. QUICK_EDIT
I made a colour map that fits the terrain quite well, but please tell me that in the future the colour maps can be more detailed than the terrain!
hell yes, but this was just a quick hack to allow color
and, yes, eventually TSO will have a map editor, that will generate map files with 16 bit terrain data, 24 bit color data and terrain property data per cell
along with that of course, lighting data and lighting scripts etc etc etc
the map editor will also have a color map generator, which will have editable templates,i'll probably also make a random map generator _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
netcafe comp:
(without ini editing) Shows viewport cleared by background colour, I can't find the terrain, and runs very slow (50 fps), so I guess maybe a bug.
I'll test it at home. _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
Joined: 07 Mar 2006 Location: In ur BIOS, Steeln ur Megahurtz!
Posted: Sun Jun 10, 2007 3:58 pm Post subject:
average / second : 993.332
GFX @ stock, CPU @ 3.36 GHZ, memory yet to be optimised: _________________ Please, read the signature rules of the forum. QUICK_EDIT
strange - it seems what some pixels dissapear at 1000000 range...
and.......why exactly do you have such an insane view range ? _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
Hey nice work so far Judeau, although I havn't got any textures to really see it in its full beauty but its coming on very well so far. _________________ QUICK_EDIT
Standard settings, netcafe comp:
04/01/07, 16:06:15 : done building mesh, seconds taken : 1.793
04/01/07, 16:06:51 : done 3134 frames , seconds taken : 38.882, average / second : 80.603
The version before this culls many visible map sections if their size is set to 256, and very rarely, but still, if it's set to 16. _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
i've added screen to world space , and well, a vague kind of collision detection, nothing that will be used later on, also removed the gridsize setting
i've also reordered some stuff so that it's better for future development
_________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. Last edited by Judeau on Tue Jun 12, 2007 3:20 pm; edited 1 time in total QUICK_EDIT
damn. you work pretty fast. btw can you please get a corresponding colormap from satellite for the terrain. does anyone know where he can find colormaps and height bump maps for terrain of real places? btw if this is found judeau then can you put an option to disable lighting in your viewer because the satellite photo will probably already have lighting burned in. QUICK_EDIT
also, yeah, vipr, i plan on using (dynamic)lightmaps , so terrain normally won't be lighted by opengl. _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
this version works fine for me.
The only thing is it seems to miss small bits of terrain that are near the end of veiw distance.
Will there be the option to make it smoother? As the terrain seems to end up quite bumpy right now.
EDIT:I managed to make my theight map come out smoother by setting a high value in terrainScale= but the terrain seemed to change as I moved around and also there was alot of gaps where it didn't line up correctly QUICK_EDIT
dude make the view distance and fog distance and lod switching distance really massive and why would you want to make the terrain smoother? that's boring. you could just use 2 triangles for smooth terrain. 2 triangles is so boring. really, trust me, this is much better. QUICK_EDIT
this version works fine for me.
The only thing is it seems to miss small bits of terrain that are near the end of veiw distance.
Will there be the option to make it smoother? As the terrain seems to end up quite bumpy right now.
EDIT:I managed to make my theight map come out smoother by setting a high value in terrainScale= but the terrain seemed to change as I moved around and also there was alot of gaps where it didn't line up correctly
the lod settings _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
Runs ok on the netcafe machine.
Is the red quad on the cursor supposed to be visible like that, wasn't there any alpha or something?
Judeau, you could fix the missing pixels between sections problem by making map section's border triangles same for every LOD. (would be trickier to code and a bit slower, though)
Do you know about any losslessly compressed format with 16 bit grayscale? _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
Runs ok on the netcafe machine.
Is the red quad on the cursor supposed to be visible like that, wasn't there any alpha or something?
Judeau, you could fix the missing pixels between sections problem by making map section's border triangles same for every LOD. (would be trickier to code and a bit slower, though)
Do you know about any losslessly compressed format with 16 bit grayscale?
well, no( to 16 bit format )
i was thinking of importing standard greyscale RGB into map editor
have the program upon saving into map, save height with 16 bits
after all, in the map editor, more precise changes would be applied _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
There's an interesting series of terrain articles here:
http://www.shamusyoung.com/twentysidedtale/?cat=10
Different (and more advanced) method is used in these, but I think some ideas might be helpful. _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
There's an interesting series of terrain articles here:
http://www.shamusyoung.com/twentysidedtale/?cat=10
Different (and more advanced) method is used in these, but I think some ideas might be helpful.
yeah, optimizing of terrain detail is nice, but the problem with my engine is, that i want terrain deformation
his terrain texturing method is pretty much what i had in mind, same with lighting, though i was not planning on his rebuilding of textures
i was thinking about keeping various detail levels in RAM
and re-upoading and freeing textures depending on camera position _________________ Micro TS
Portable, no campaign, movies or music, just the engine and needed resources for skirmish and lan. QUICK_EDIT
I can't get it to run anymore... The window opens, but the inside of the window is never drawn. Then it exits a second later. _________________ QUICK_EDIT
I can't get it to run anymore... The window opens, but the inside of the window is never drawn. Then it exits a second later.
blast, see you on msn about this
EDIT :
also, i'm rebuilding the engine, with the knowledge i gathered in this rather nice try, i should be able to present something nice in 2 days time
Are you sure about that texturing method? If someone wanted to have high detail textures, it would waste a lot of video RAM. I think it would be no problem for today's cards, but something like GF4 or older would be a different story. Also, any bigger texture modification (decals) would need a lot of computing work (at least I think). (Not saying my method is any better )
Looking forward to the rewrite. If you make any rewrite in C++, maybe I'm joining .
Coldetect works right but I think you should set a minimum distance, stuff too close gets clipped. _________________ Time will tell...
Sooner or later...
Time will tell... QUICK_EDIT
All of the versions worked fine on my computer, a minor thing in the later versions is that I got a red square attached to my mouse pointer. Sound familiar?
My PC specs:
Gfx 512mb DDR3, Pentium 4, CPU 2.40 Ghz, 1.50gb ram, Win xp QUICK_EDIT
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum You cannot vote in polls in this forum You cannot attach files in this forum You can download files in this forum