Voidrpg demo engine + source

Community Forums/Showcase/Voidrpg demo engine + source

Wings(Posted 2007) [#1]
Hi seams like ledwrks boy was faster than me :/
But this project include source code.
Why ?
Cause so many ask me about it :)

About what it dose.
1) it create a landscape of 3,5 milions triangles. display about 64 k at time.
2) It uses vertex alpha texture. you may add as many layer as you want.
3) it has a basic bad example of tree making.

Link for landscapeDemo + source
http://server.tiberion.eu/2007/demo/LandscapeDemo.zip


;Screen shoot


Last edited 2013


puki(Posted 2007) [#2]
I'll take a look at this.


slenkar(Posted 2007) [#3]
i bet you will!

thanks wings, this looks cool

It says converted line 928 of 128 - which doesnt make sense
and it is going on forever...

ahh it finished,
it looks cool, like might and magic


SLotman(Posted 2007) [#4]
You should consider using AligntoVector when placing trees on the terrain... some of them just looks wrong, specially on hills.

And the "128" thing... should be changed to 1024 ;)

Btw: are you doing any partioning on the Terrain? Octrees, Quadtrees or BSP trees? Because it ran a little slow here, for a simple terrain and trees, should be somewhat faster, unless you're rendering it all at once :P


GfK(Posted 2007) [#5]
Runs at 5fps here - 50000-60000 polys is ridiculous for a terrain with a few trees on it, and the tiling on the terrain textures is a little too 'obvious'. In comparison to Leadworks one, at least this worked.


WedgeBob(Posted 2007) [#6]
Almost looks similar to something like the IDV SpeedTree engine for the scenery, built on top of TerraGen or something. Not too sure if this would be anything similar to that, would it?

Either that or built on Tiger Woods' Course Architect, one or the other, I know it's probably neither one, but the effects look almost dead similar to those.


Wings(Posted 2007) [#7]
To get faster FPS

remove the trees from source code :)

cause they are main reason its slow.


GfK(Posted 2007) [#8]
To get faster FPS

remove the trees from source code :)

cause they are main reason its slow.

You having a giraffe? Then it'd be just a terrain.

I can't be bothered.


Wings(Posted 2007) [#9]
well iam going to recode the Tree engníne.
Needs ro use Quads instead of sprites.


CodeOrc(Posted 2007) [#10]
Nice, I get from 65-90 FPS. It seems like a good framework.

Not sure what to do with it though...how hard is it to set buildings at desired locations rather than random? And how would you go about finding the desired coords...walk there and write them down?

I'm lost.


Wings(Posted 2007) [#11]
CodeOrc
Its easy coardinate 0,0 is 0,0 on mesh

this is just an example.

Use the x,y,z to place stuff.

this is not an editor its a demo of milti surface vertex alpha

To look at an editor look at th tes4 editor.