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Re: What are you working on? [Re: jenGs] #428114
08/18/13 08:39
08/18/13 08:39
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
volume textures are supported but not when using BMAP


POTATO-MAN saves the day! - Random
Re: What are you working on? [Re: Kartoffel] #428119
08/18/13 10:35
08/18/13 10:35
Joined: Apr 2005
Posts: 3,076
Germany, NRW
rvL_eXile Offline

3D Artist
rvL_eXile  Offline

3D Artist

Joined: Apr 2005
Posts: 3,076
Germany, NRW
Some Progress:


Tutorials:
[Blender]Terrain creation ENG/GER
[Blender]Low Poly Tree Modeling
[GIMP]Create a Texture for Terrains
CLICK HERE


Re: What are you working on? [Re: jenGs] #428120
08/18/13 11:42
08/18/13 11:42
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
Originally Posted By: jenGs
Working on Voxel Terrain in GS.
There is a lot of things on the todo list, but the base is now working.
It is surprisingly fast (without the video capturing software in the background).

Looks really awesome! What about different textures? I think a multitexturing shader would give the terrain the needed look.

What method do you use to create the mesh for the terrain? Cube marching?


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #428133
08/18/13 16:47
08/18/13 16:47
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
Member
jenGs  Offline
Member
J

Joined: Jul 2010
Posts: 283
Germany
Originally Posted By: MasterQ32

Looks really awesome! What about different textures? I think a multitexturing shader would give the terrain the needed look.

What method do you use to create the mesh for the terrain? Cube marching?


Procedure for my voxel terrain:
- Donwloaded a licensfree edgetable.
- curse 3d gamestudio for not supporting initialising of multidimensional arrays
- load edge table and tri table from file
- use as less structs and objects for triangle creation as possible. So I modified the marching cube lookup procedure to make is faster and onliy using Lite-C predefined structs like Vector. Ok the stack is pretty full for some moments.
- every chunk has it's own grid, to reduce the array size. I am working on a better method to save the voxel-data (volume textures)
- I let Directx calculate the normals, that saves calculation time in the mesh creation itself.
- There is a great inbuild vertex welding function in directx wich works very fast and very reliable (not in the video)
- Using the Dynamic model to (re)-construct the mesh.
- At the moment I am using a simple triplanar texturing shader. Later when I am solved the other problems, I will write a more advanced shader, like the thing in the c4 engine.

Re: What are you working on? [Re: jenGs] #428134
08/18/13 17:17
08/18/13 17:17
Joined: Mar 2006
Posts: 1,993
Karlsruhe
PadMalcom Offline
Serious User
PadMalcom  Offline
Serious User

Joined: Mar 2006
Posts: 1,993
Karlsruhe
If you use a combination of normals and height (z-pos) you could achive a nice terrain editor that automatically sets textures like rocks, grass or sand laugh

Re: What are you working on? [Re: PadMalcom] #428136
08/18/13 19:00
08/18/13 19:00
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
@JenGS: Really impressive o.O
Hope to see more. Do you plan on releasing it?(i.e. as part of TUST?)

PS: How long did it take to implement?
PSS: I like how Voxelterrains are used more and more.


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: Rackscha] #428138
08/18/13 20:17
08/18/13 20:17
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
Expert
MasterQ32  Offline
Expert

Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
I would also like to see your Terrain Engine in TUST.
For the connected chunks you can take a look at Kubus. It has a complete voxel chunk system like minecraft and supports huge voxel fields...
Also i got some good ideas of implementing multitexturing into it.

PS: You can enable welding and normal calculations in DynamicModels
Docs on how


Visit my site: www.masterq32.de
Re: What are you working on? [Re: MasterQ32] #428147
08/18/13 23:15
08/18/13 23:15
Joined: May 2010
Posts: 117
Germany , Dortmund
B
Bone Offline
Member
Bone  Offline
Member
B

Joined: May 2010
Posts: 117
Germany , Dortmund
Quote:
- There is a great inbuild vertex welding function in directx wich works very fast and very reliable


I'm interested in this. Whats the name of the function?

Re: What are you working on? [Re: Bone] #428148
08/19/13 01:09
08/19/13 01:09
Joined: Jul 2010
Posts: 283
Germany
J
jenGs Offline
Member
jenGs  Offline
Member
J

Joined: Jul 2010
Posts: 283
Germany
@Rackscha
Yes I will release it for free, but give me some time to solve the iusses with it.
I worked on it for a week. It is not too complex code, the tricky part is to reduce the memory usage.

@MasterQ32
Ha, didn't saw that. Does the welding has a tolerance?

@Bone
For the ease of use I use the function in a DLL for now, but I think you can just add it to the d3d9.h header file. Don't forget to implement the used structs too.
function:
msdn - link

edit:
D3DXWeldVertices(LPD3DXMESH pMesh, DWORD Flags, D3DXWELDEPSILONS *pEpsilons, DWORD *pAdjacencyIn, DWORD *pAdjacencyOut,DWORD *pFaceRemap, LPD3DXBUFFER *ppVertexRemap);

Last edited by jenGs; 08/19/13 01:20.
Re: What are you working on? [Re: jenGs] #428160
08/19/13 10:08
08/19/13 10:08
Joined: Sep 2009
Posts: 993
Budapest
Aku_Aku Offline
User
Aku_Aku  Offline
User

Joined: Sep 2009
Posts: 993
Budapest
I am working on a resource manager system.
It will able to pack files into a resource file.
It will have an interface to handle the files inside a lite-c program.
You can store/retrieve/delete/view text files, image files, model files and so on...
In my plans, it can encrypt/decrypt and zip/unzip the files.

I accept happily remarks and/or proposals for the system.
I don't know at this moment should i attach a print screen image, on demand i can put here.

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