Mike
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Reply #60 - Posted
2013-01-30 13:29:13 » |
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Thanks for the kind words guys! How did you make your tree models? They look very detailed and I'm curious how you get them display so efficiently  I created them using tree[d] ( http://www.frecle.net/index.php?show=treed.about) and used the obj importer I wrote for state of profit to get them into the game. It was quite a nice tool where you could make trees using anywhere from 100 vertices to a million (I use a tree of 150 or so to keep it efficient  ). Mike
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Varkas
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Reply #61 - Posted
2013-01-30 15:45:58 » |
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I haven't tried it yet, but it looks like a very handy tool! Thanks for the link 
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StrideColossus
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Reply #62 - Posted
2013-01-30 16:33:13 » |
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I haven't tried it yet, but it looks like a very handy tool! Thanks for the link  Just had a play with that tool and it's really simple but very powerful. Thanks for that, I've been struggling to find decent tree models that weren't either crap, very very complex, in some insane format, etc. now I can build my own - simples. @OP- Great work on the terrain demo, real inspiration.
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Games published by our own members! Check 'em out!
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CamKrist
Innocent Bystander
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Reply #63 - Posted
2013-01-31 12:50:53 » |
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Similar subject was being discussed at yahoo answers last week. I can post the link if needed.
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ra4king
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Reply #64 - Posted
2013-01-31 21:22:23 » |
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Similar subject was being discussed at yahoo answers last week. I can post the link if needed.
Yahoo Answers is the bane of existence....
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Mads
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Reply #65 - Posted
2013-02-01 08:29:42 » |
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Similar subject was being discussed at yahoo answers last week. I can post the link if needed.
Since when did spambots get through the verification?
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Mike
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Reply #66 - Posted
2013-02-03 01:03:33 » |
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To bring the thread back on track...  Playing around with building things. I'm almost have the physics up and running as well, once I'm done with that I'll update the applet.  Mike
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doos
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Reply #67 - Posted
2013-02-03 14:46:31 » |
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Looking good!
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Mike
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Reply #68 - Posted
2013-02-04 22:31:27 » |
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Thanks!  After lots of messing around I'm back with a (pretty) stable version so I updated the applet. You can now press b to switch between block and landscape mode. When in block mode left/right clicking is used to add/remove blocks. There is still only one kind of blocks but I'll add more soon-ish. http://stateofprofit.com/landscapeTest/Let me know what you think! Mike
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ra4king
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Reply #69 - Posted
2013-02-04 23:51:07 » |
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So I just tried it and it runs really nicely! Great graphics, great water effect (I'm Jesus and I can walk on water!)  I found a graphical glitch when roaming over the water actually. When I look straight down, I see these weird white boxes at the edge of the window and they move and change shape as I move around. I can assure you they are not clouds, I checked. Here's an example:  By the way, yeah I was running between 700-1300 FPS with everything high quality 
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Games published by our own members! Check 'em out!
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wreed12345
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Reply #70 - Posted
2013-02-05 00:49:25 » |
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really looking awesome with block now!
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Mike
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Reply #71 - Posted
2013-02-05 06:46:41 » |
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Nice FPS! On my 4 year old non-gaming laptop I only get like 50fps  The artifacts are the containers that aren't drawn because the game thinks they are behind you, I'll fix it  Mike
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ClickerMonkey
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Reply #72 - Posted
2013-02-07 05:11:28 » |
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Could also be a different texture creeping up... when I was walking around before some how depending on my position and orientation the grass beneath me and in the ocean started turning to dirt and back to grass... like sliding over the landscape depending on my orientation. Hard to describe!
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Mike
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Reply #73 - Posted
2013-02-07 07:06:20 » |
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That sounds interesting. What gfx card do you have and was this on both normal quality and high quality ground?
Mike
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ClickerMonkey
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Reply #74 - Posted
2013-02-09 04:11:40 » |
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That sounds interesting. What gfx card do you have and was this on both normal quality and high quality ground?
Mike
Yes it was on both. I have an NVIDIA GeForce GT 555M Details: Driver Version: 306.97 DirectX Support: 11.1 CUDA Cores: 144 Graphics Clock: 590 Mhz Processor Clock: 1180 Mhz Memory Data Rate: 1800 Mhz Memory Interface: 192-bit Total Available graphics: 5861mb Dedicated video memory: 3072mb DDR3 System video memory: 0mb Shared system memory: 2789mb Video BIOS version: 70.06.29.00.16 IRQ: 16 Bus: PCI Express x16 Gen 2
Perhaps too much information?
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Mike
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Reply #75 - Posted
2013-02-09 09:39:24 » |
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If it was on both I have no clue at all what could have caused it as I use completely different techniques on the two modes... I'll try with the same driver version and see if I can find something. Mike EDIT: Added grass (only if you turn on HQ ground) that fades in when you move around and it moves in the wind. Also added several types of trees (shapes and textures). Starting to look nice  
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akzyl
Senior Newbie 
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Reply #76 - Posted
2013-02-11 12:43:25 » |
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IT'S REALLY REALLY GORGEOUS! I hope that one day i will be able to create something similar.
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Mike
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Reply #77 - Posted
2013-02-11 22:39:47 » |
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IT'S REALLY REALLY GORGEOUS!
Thanks! I added some different materials so you can build something that resembles buildings.  The textures aren't seamless enough though due to texture atlas and mip mapping not going very well together. I'll look into doing the texture mapping in a shader instead as I can't seem to find any other viable option. Any advice from the OpenGL gurus would be nice! I hope that one day i will be able to create something similar.
I am mostly guessing and trying things out when I am making this, google is your friend  Mike
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RobinB
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Reply #78 - Posted
2013-02-11 23:14:16 » |
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Your game is processing really fast, good job! However the game starts to eat a lot of resources with everything maxed. Im getting 50 fps now when walking around. I never had problems using an texture atlas and mip mapping, your problem is probably somewhere else  . Try setting the texture coordinates as output like this to see whats happening (not really nice. but it shows clearly what the program is trying to do). 1
| gl_FragColor = vec4(gl_TexCoord[0].x, gl_TexCoord[0].y, 1, 1); |
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wreed12345
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Reply #79 - Posted
2013-02-12 00:13:52 » |
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Not really sure whats going on but when i turn on high quality ground the grass and ground comes in a blue color rather then green....
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Mike
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Reply #80 - Posted
2013-02-12 06:40:24 » |
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Your game is processing really fast, good job! However the game starts to eat a lot of resources with everything maxed. Im getting 50 fps now when walking around.
That's about the same as my computer. I'll look into what I can improve on to push the fps up. I never had problems using an texture atlas and mip mapping, your problem is probably somewhere else  . Try setting the texture coordinates as output like this to see whats happening (not really nice. but it shows clearly what the program is trying to do). 1
| gl_FragColor = vec4(gl_TexCoord[0].x, gl_TexCoord[0].y, 1, 1); |
Here is a good explanation of texture/pixel bleeding. I'll look into doing some LOD magic in a shader to see if I can get around it. http://www.realitymod.com/forum/f189-modding-tutorials/90244-uv-texture-info-pixel-bleeding.htmlNot really sure whats going on but when i turn on high quality ground the grass and ground comes in a blue color rather then green....
I have the same on a computer at home, no one else mentioned it so I didn't prioritize it. I'll fix it tonight or so  Mike
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Mike
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Reply #81 - Posted
2013-02-12 21:38:20 » |
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Not really sure whats going on but when i turn on high quality ground the grass and ground comes in a blue color rather then green....
I fixed it (I hope), can you try again? I also looked into the texture bleeding and apparently it is the texture min/mag filter that does it. I made blocks use nearest (for now) which fixed the issue. It looks a bit "blocky" though but even though it still looks better. You can also hold L now to quickly raise/lower some land instead of having to jump in and out of the menu constantly. Mike
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Longor1996
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Reply #82 - Posted
2013-02-12 22:40:47 » |
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Are you going to add something like "God rays"? I think it would look even better then. But still: IT'S REALLY REALLY GORGEOUS!
I agree! - Longor1996
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Mike
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Reply #83 - Posted
2013-02-17 15:00:53 » |
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Im getting 50 fps now when walking around.
I improved some logic around streaming in land when walking around as well as some other fixes (mostly when fill rate limited). Can you let me know if the fps is improved? Are you going to add something like "God rays"? I think it would look even better then.
I'd love to add that, just need to the the time to figure out how to without causing a huge performance drop  Mike
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RobinB
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Reply #84 - Posted
2013-02-17 16:13:50 » |
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Sure, it improved my fps at some points, but decreased it at other points i guess. I render average between 60-100 fps and with some viewing-angles, the fps drops to 20-30.
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Mike
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Reply #85 - Posted
2013-02-17 16:45:10 » |
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Sure, it improved my fps at some points, but decreased it at other points i guess. I render average between 60-100 fps and with some viewing-angles, the fps drops to 20-30.
Thanks for testing. The decrease probably came from me loading in twice as much land compared to before. When looking in the worst case scenario direction you could see much further than before. I lowered it for now and will probably allow it to be increased using some setting in the future  Mike
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akzyl
Senior Newbie 
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Reply #86 - Posted
2013-02-17 22:18:40 » |
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When i'm trying to run applet i'm getting this exception 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21
| java.io.EOFException: Unexpected end of ZLIB input stream at java.util.zip.InflaterInputStream.fill(Unknown Source) at java.util.zip.InflaterInputStream.read(Unknown Source) at java.util.zip.ZipInputStream.read(Unknown Source) at com.sun.deploy.net.HttpDownloadHelper.decompressWrite(Unknown Source) at com.sun.deploy.net.HttpDownloadHelper.download(Unknown Source) at com.sun.deploy.cache.Cache$4.run(Unknown Source) at java.security.AccessController.doPrivileged(Native Method) at com.sun.deploy.cache.Cache.downloadResourceToCache(Unknown Source) at com.sun.deploy.cache.DeployFileOutputStream.close(Unknown Source) at java.io.FilterOutputStream.close(Unknown Source) at sun.net.www.protocol.http.HttpURLConnection$HttpInputStream.close(Unknown Source) at org.lwjgl.util.applet.AppletLoader.downloadJars(AppletLoader.java:1520) at org.lwjgl.util.applet.AppletLoader.run(AppletLoader.java:871) at java.lang.Thread.run(Unknown Source) This occurred while 'Downloading packages' failed to download landscapeTest.jar after 3 attempts java.lang.Exception: failed to download landscapeTest.jar after 3 attempts at org.lwjgl.util.applet.AppletLoader.downloadJars(AppletLoader.java:1555) at org.lwjgl.util.applet.AppletLoader.run(AppletLoader.java:871) at java.lang.Thread.run(Unknown Source) |
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wreed12345
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Reply #87 - Posted
2013-02-17 22:31:24 » |
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Same error happens to me
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Mike
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Reply #88 - Posted
2013-02-17 22:36:58 » |
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Thanks  Apparently Filezilla stopped in the middle of transfer, fixed it now (together with some other fixes in game). Mike
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Mike
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Reply #89 - Posted
2013-02-21 01:25:45 » |
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Uploaded a new version where you can walk slowly (when walking slowly you can't fall when building tricky things) and fixed all known (non graphical) issues. Also added HQ textures for the ground so when you look down you don't get shocked by the blurry madness.   Mike
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