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Re: What are you working on? [Re: Joozey] #392937
01/29/12 19:19
01/29/12 19:19
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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@Rakscha:

Having thousands of entities for trees in a level consumes much processing power. Since in the game for which I am writing the editor for, has much vegetation on 5x5 km maps, I suggested that we could take the x/y points for each tree on the map and bake, e.g. several dozen trees together as one single model. If the trees share textures and use e.g. texture atlasses for the leaf-parts, a huge performance gain can be reached. I'll keep you updated, because that is what I am going to do after I finished the clustering stage. I implemented k-means clustering for vectors (xyz), finished a balancing postprocess, for minimal mean distance to center -or- approximate equal size of all clusters (size = number of datapoints per cluster) and will now design a hierarchical clustering that tries to 1.) create as less clusters as possible and 2.) don't overcome a limit of datapoints per cluster (this is important, because if my tree with highest polycount has e.g. 1000 faces and since I can only have models with 2^16 = 65536 faces, in this case the limit would be 2^16 / 1000 ~= 65 trees per model == 65 datapoints per cluster. A lower bound will also be introduced to avoid, that if a clusters molders back into a 1-datapoint cluster (when k, the number of generated clusters gets to high). In that case, I use the k-1 clustering and apply the same algorithm to those clusters, that exceed my upper bound and do everything until the upper- and lower-bound condition holds ultimately.

@Joozey: I just draw a greyscale bitmap with gradients and soft-brushes and used a Floyd-Steinberg algorithm to dither it; with an eraser I deleted some parts. I wrote a function that creates an array of VECTOR's for each white pixel in a bitmap, with each VECTOR representing the coordinates.

Last edited by HeelX; 01/29/12 19:26.
Re: What are you working on? [Re: HeelX] #392938
01/29/12 19:21
01/29/12 19:21
Joined: Oct 2004
Posts: 4,134
Netherlands
Joozey Offline
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Joozey  Offline
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Ah, so not completely procedural laugh


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Re: What are you working on? [Re: Joozey] #392939
01/29/12 19:23
01/29/12 19:23
Joined: Jul 2001
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HeelX Offline
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HeelX  Offline
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Originally Posted By: Joozey
Ah, so not completely procedural laugh
During tests - no. Later I will create a probability map from topographic maps and use the seeding function I showed earlier to generate the datapoints. This way, you can throw in an arbitrary map and matching forests are generated.

Last edited by HeelX; 01/29/12 19:23.
Re: What are you working on? [Re: HeelX] #392950
01/29/12 20:19
01/29/12 20:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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hmm... 5x5 km with extensive vegetation really needs tricks. probably this game won't be a flame thrower simulation laugh I mean if vegetation is static, it is a really fine solution!


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #392951
01/29/12 20:21
01/29/12 20:21
Joined: Apr 2005
Posts: 4,506
Germany
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fogman Offline
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@HeelX: Do you use the mdl7 sdk to bake the models?


no science involved
Re: What are you working on? [Re: fogman] #392952
01/29/12 20:30
01/29/12 20:30
Joined: Jul 2001
Posts: 6,904
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HeelX Offline
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HeelX  Offline
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Originally Posted By: fogman
@HeelX: Do you use the mdl7 sdk to bake the models?
Yes, I will smile

Originally Posted By: sivan
hmm... 5x5 km with extensive vegetation really needs tricks. probably this game won't be a flame thrower simulation laugh I mean if vegetation is static, it is a really fine solution!
It's not a rainforest game either smile maybe I am also totally wrong about the tradeoff, but I have a strong feeling about this.

Last edited by HeelX; 01/29/12 20:34.
Re: What are you working on? [Re: HeelX] #392985
01/30/12 09:19
01/30/12 09:19
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Posts: 3,150
Budapest
yeah, desert games have an advantage grin


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #393020
01/30/12 16:10
01/30/12 16:10
Joined: Jan 2012
Posts: 8
N
nacrug Offline
Newbie
nacrug  Offline
Newbie
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Joined: Jan 2012
Posts: 8
I am new on game programming, i've started game studio a month ago and i made soft point light shadow shader, however i couldn't put image here.edit: i did it now thanks heelx

Last edited by nacrug; 01/31/12 11:26.
Re: What are you working on? [Re: nacrug] #393048
01/30/12 21:12
01/30/12 21:12
Joined: Dec 2003
Posts: 988
Germany, Magdeburg
JoGa Offline
User
JoGa  Offline
User

Joined: Dec 2003
Posts: 988
Germany, Magdeburg
i'm just working on my little game and got some empty brain, no idea, maby somebody can help me, if he has a idea...
I need two icons in a kind of "bubble" or something like that over the head of NPCs, where the player can buy things or can talk with them (should be just in general "buy" and "talk").

(click to enlarge).
On the left you see my pictures for this in gimp, but it doesn't fit in a medival world.
I dont like my actual version and maybe somebody has got a better idea or some food for thoughts?

Re: What are you working on? [Re: JoGa] #393049
01/30/12 21:16
01/30/12 21:16
Joined: Aug 2002
Posts: 2,183
Germany, BaW�
Rondidon Offline
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Rondidon  Offline
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Posts: 2,183
Germany, BaW�
Nice laugh . Reminds me on Daemonica.

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