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  State of Fortune  (Read 58477 times)
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Offline Mike

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« Reply #330 - Posted 2014-07-29 19:06:40 »

I was thinking the same at first, but thought it would look really, really lazy Smiley

Do you have an as easy solution for B? Smiley

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Riven
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Hand over your head.


« Reply #331 - Posted 2014-07-29 19:10:09 »

The big challenge is the LOD of the land. I can now draw huge drawing distances as I can easily lower the LOD of the land. Once people can start digging in the land that becomes a whole lot harder and will cause quite big movements between the different LOD levels. Does anyone have experience with anything like this?
LODing is usually done per chunk. A naive implementation will base LOD on distance, but you typically want to work against a (visual) error margin for each chunk. You can easily use a mipmap approach to create LODs (for each chunk), and then calculate the cumulative height error (for each LOD of each chunk).

This is something that is a tad too heavy to run every frame, so you'll spread it out over a few, and update/recalc the error values once somebody actually modified the terrain by flagging chunks dirty.

End result would be that very rough chunks have a high (visual) error with progressive LODs, and will therefore have a higher LOD selected when rendering. (a bias, so to speak)

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Offline Mike

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« Reply #332 - Posted 2014-07-29 19:18:01 »

(You edited your post, mean-o! Smiley) Dynamically selecting the LOD on distant chunks would work indeed, but it would be negative for the FPS. I wonder how much though.

That's what I do now already (each chunk being 66 by 66 tiles).

However, at the moment the landscape is rolling, so the LOD changes are quite smooth. Once people can start digging it'd not be rolling as there can also be a big peak on half of the chunk and a big hole on the other half of the chunk. My formula at the moment would then draw the land straight, but once you get to the higher LOD levels it'll change a whole lot. On top of that the texture of the dug out land might be different than the texture on the peak, making the jump in LOD even higher.

The more I think about it the more I realise that it's possible but extremely difficult to get right without ruining the FPS.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
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Offline Riven
« League of Dukes »

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Hand over your head.


« Reply #333 - Posted 2014-07-29 19:19:51 »

The idea is that when accounting for the error per chunk, per lod, your renderer will *not* render a flat area, as it will not pick the low LOD for that chunk.

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Offline Evil-Devil

Senior Duke


Medals: 2


Fir Tree Master


« Reply #334 - Posted 2014-08-01 09:06:28 »

Sounds promising. Looking forward for the update. Will you do a hard-reset or will we keep our accounts and gold? ^^
Offline Mike

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« Reply #335 - Posted 2014-08-26 19:06:18 »

Sounds promising. Looking forward for the update. Will you do a hard-reset or will we keep our accounts and gold? ^^

You'll keep your accounts, but I'll most likely reset the gold.

I gave up on digging for the foreseeable future as I need to limit the scope somewhat or I'd never be done with the update Smiley

Here's a screenshot of the "Very far" render distance (6km) with one of the new trees in the foreground, the new fog in the distance and the new water reflections (a screenshot doesn't do them justice though).


Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline ags1

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Make code not war!


« Reply #336 - Posted 2014-08-26 21:08:47 »

Very pretty!

Offline joaogl

Junior Duke


Medals: 1



« Reply #337 - Posted 2014-09-05 13:14:06 »

Mike, I've found a nother bug...

Wow.... As I write this I'm trying to replicate the bug... and its seens soooooooo wierd...

The bug is: the same lady (saller) has multiple inventories...

I just found two inventories.... if u aim to the feet and open her invetory u get one, if u aim to the head u have another one... its this normal?

Offline joaogl

Junior Duke


Medals: 1



« Reply #338 - Posted 2014-09-05 13:49:16 »

Thresher's have this bug too as well as Flour mill's, also if I put the itens on the upper part of the machine there is no animation and on the lower part it has.

PS: Also Ive just tested and the machines can run twice the load they should with this bug...
Offline Evil-Devil

Senior Duke


Medals: 2


Fir Tree Master


« Reply #339 - Posted 2014-09-05 13:51:58 »

Here's a screenshot of the "Very far" render distance (6km) with one of the new trees in the foreground
Once again the tree are way to big Wink

Although the scenery looks nice
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Offline Mike

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« Reply #340 - Posted 2014-09-05 15:16:04 »

I'll see how they look if I shrink them a bit. Trees are huge though in real life! (At least in Sweden... Smiley)

I just finished changing the code for normal maps so they don't change anymore when you rotate the camera and I am currently busy with improving the SSAO as I never really liked it. The SSAO is starting to look really nice, I'll see if I can get it screenshottable in the weekend.

Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Mike

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Medals: 86
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Exp: 6 years


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« Reply #341 - Posted 2014-09-06 23:23:35 »

I gave up on the new ssao for now. I didn't get it to look like I wanted without a lot more work than I had thought. I was calculating the normals from the depth texture and I never got it perfectly stable when moving the camera around. Due to that the ssao got some very weird artifacts when moving the camera. The best way to solve it would be to create a normal texture and pass it to the ssao shader, but looking at the difference from the current shader it wasn't worth the work.

I settled on smoothing out the existing ssao instead. Here is a pic with the smoother ssao, the improved aa on distant objects and the new normal calculation Smiley


Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
Offline Mike

JGO Wizard


Medals: 86
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #342 - Posted 2014-09-09 20:37:26 »

I ended up getting a nicer SSAO up and running anyway as well as using edge detected FXAA, I didn't want to let the normals defeat me Smiley

Here's a screenie of a remote lake that the new landscape formula generated, as well as a look of the new stone texture and a better look of the new water. There's still something missing that I can't really put my finger on (except for clouds as I scrapped them for now, I didn't like the look of the old ones), but sooner or later it'll be a great looking game Smiley


Mike

My current game, Minecraft meets Farmville and goes online Smiley
State of Fortune | Discussion thread @ JGO
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