Gamestudio Links
Zorro Links
Newest Posts
Change chart colours
by 7th_zorro. 05/11/24 09:25
Data from CSV not parsed correctly
by dr_panther. 05/06/24 18:50
AUM Magazine
Latest Screens
The Bible Game
A psychological thriller game
SHADOW (2014)
DEAD TASTE
Who's Online Now
2 registered members (vicknick, AndrewAMD), 1,292 guests, and 3 spiders.
Key: Admin, Global Mod, Mod
Newest Members
Hanky27, firatv, wandaluciaia, Mega_Rod, EternallyCurious
19051 Registered Users
Previous Thread
Next Thread
Print Thread
Rate Thread
Page 2 of 5 1 2 3 4 5
Re: Grass'2'Matic [Re: Bright] #69397
04/03/06 15:02
04/03/06 15:02
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
Coming along nicely, Bright! But I, as well, am a bit worried about the framerate when using sprites...
Please keep us posted!


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Grass'2'Matic [Re: Thomas_Nitschke] #69398
04/03/06 20:45
04/03/06 20:45
Joined: Jan 2003
Posts: 798
New Zealand
Bright Offline OP
User
Bright  Offline OP
User

Joined: Jan 2003
Posts: 798
New Zealand
Hey guys, another screenshot:

I will release Grass'2'Matic soon. Just gotta add Gravity and Waving...


KAIN - Coming soon...
Re: Grass'2'Matic [Re: Bright] #69399
04/03/06 21:48
04/03/06 21:48
Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
TripleX Offline
Expert
TripleX  Offline
Expert

Joined: Oct 2002
Posts: 4,753
Munich, Bavaria, South of Germ...
a bit slow he?

Re: Grass'2'Matic [Re: TripleX] #69400
04/04/06 08:03
04/04/06 08:03
Joined: Jul 2005
Posts: 421
Germany
DoC Offline
Senior Member
DoC  Offline
Senior Member

Joined: Jul 2005
Posts: 421
Germany
maybe you must find a middle way form fps and good looking grass... maybe reducse the sprite max.

Re: Grass'2'Matic [Re: DoC] #69401
04/04/06 17:33
04/04/06 17:33
Joined: Jun 2003
Posts: 1,017
Germany
T
Thomas_Nitschke Offline
Senior Developer
Thomas_Nitschke  Offline
Senior Developer
T

Joined: Jun 2003
Posts: 1,017
Germany
I just looked at the last screenshot you posted - although it looks really nice, the "ref" value indicates there is by far too much going on
Probably you could use some alpha-test material on the sprites? That would at least decrease the "ref" value a little, although I'm not sure whether it is applicable to sprites at all...


Formerly known as The Matrix - ICQ 170408644 I've been here for much longer than most people think. So where's my "Expert" status?
Re: Grass'2'Matic [Re: Thomas_Nitschke] #69402
04/04/06 22:12
04/04/06 22:12
Joined: Dec 2003
Posts: 401
Germany, Bonn
VampireLord Offline
Senior Member
VampireLord  Offline
Senior Member

Joined: Dec 2003
Posts: 401
Germany, Bonn
I think this is way too much grass, to handle without Vertex shader support.
Ever thought of putting the creation and animation completely into a vertex program? Maybe you have done so already, but who knows. As I see it you have some 2k+ entities. How does it behave if you bundle up the grass?
Otherwise I believe I will have fun to look into it. Keep it up!

Greets
Sven


"Feathers shall raise men even as they do birds, toward heaven; that is by letter written with their quills." - Leonardo da Vinci

Wer mir eine e-mail schicken will ersetze ANTISPAM durch @
If you want to send me an email replace ANTISPAM by @
Re: Grass'2'Matic [Re: VampireLord] #69403
04/05/06 21:12
04/05/06 21:12
Joined: Aug 2005
Posts: 1,185
Ukraine
Lion_Ts Offline
Serious User
Lion_Ts  Offline
Serious User

Joined: Aug 2005
Posts: 1,185
Ukraine
Thanks for your work. But Matt_Aufderheide is right
Quote:

Looks nice, but I'm not sure sprites are the way to go for realistic grass.. because they will alwys look kind of fake up close, especially when looking at it from above. You should give users the options use their own models i think.


, I think.
Try to work with grass models if you can to modify your script.
Thank you anyway

Re: Grass'2'Matic [Re: Lion_Ts] #69404
04/06/06 16:26
04/06/06 16:26
Joined: Nov 2004
Posts: 888
B
beegee Offline
User
beegee  Offline
User
B

Joined: Nov 2004
Posts: 888
Yess, the grass looks nice, but the fps is too low. But I think you will manage this well. So turn down the quality and look everytime to the fps counter. After that maybe you will have a better result. Let's see!

Regards,
beegee

--------------------------
GenuineMotors.de


Fratch - Newer statistics panel for GameStudio
Re: Grass'2'Matic [Re: beegee] #69405
04/07/06 14:46
04/07/06 14:46
Joined: Oct 2004
Posts: 1,856
TheExpert Offline
Senior Developer
TheExpert  Offline
Senior Developer

Joined: Oct 2004
Posts: 1,856
with 6 FPS i don't think it's usable in game
even Oblivion grass is less in number compâred to yours , but in oblivion
there is trees, wind , shadows, characters ; not only a simple bunch of grass
in front of you

Re: Grass'2'Matic [Re: TheExpert] #69406
04/07/06 15:29
04/07/06 15:29
Joined: Nov 2004
Posts: 888
B
beegee Offline
User
beegee  Offline
User
B

Joined: Nov 2004
Posts: 888
Ohh.. and in Oblivion the grass also moves in the wind. Maybe you can include this into your program. I dont no.(maybe a code snippet)

Regards,
beegee

---------------------
GenuineMotors.de


Fratch - Newer statistics panel for GameStudio
Page 2 of 5 1 2 3 4 5

Moderated by  adoado, checkbutton, mk_1, Perro 

Gamestudio download | chip programmers | Zorro platform | shop | Data Protection Policy

oP group Germany GmbH | Birkenstr. 25-27 | 63549 Ronneburg / Germany | info (at) opgroup.de

Powered by UBB.threads™ PHP Forum Software 7.7.1