Worklog for Wayne

Worklog 1

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Huge Titled Terrain(Posted 2002-08-21)
Auto texturing based on slopes is now working.

In progress:
Auto texturing tile rotation needed so tiles match properly.

Function to smooth RGB values with neighboring quads.

Map Load function


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Huge Tiled Terrain(Posted 2002-08-14)
Summary of Changes

Shadows
Tested ray tracing code to precalculate shadows. Will add extra pass to soften shadow edges.

Map Save function
In Progress..

Terrain
Added SSwifts height field for comparison demo.

Vertex Heights
Changing vertex height in wireframe now displays height in realtime.

Texturing
Assigning textures to a tiles now restores the correct vertex normals.
This means local light sources will now work correcly on the tiles.

Textures
Glass texture added.
Added SSWIFTS textures for comparison demo.

Sun
Set at 9:00 AM

Mousewheel
Currently will control the camera range.

Keys:
P - Gravity on/off
+ - Hold to raise
- - Hold to desend


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Huge Tiled Terrain(Posted 2002-08-06)
Now supports the following features:

World Size: 256x256 (64x64 - 512x512) possible

Textures: 64 each 256x256 (16 or 32 bit)
Tile size: 10m

First person view, real time texturing of individual tiles, each tile can have one of 64 textures, and can be rotated. Textures can be animated or have special effects applied, water is a good example.

Realtime editing of heights, just select wireframe, select vertex and move the mouse, it's that simple.

Many other features..

Full featured demo available in a day or so.
Early demo is available now.


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Huge Titled Terrain(Posted 2002-08-05)
Terrain Editor
New Demo Available

Map Size: 256x256 (64 textures), 512x512 also supported.

Each tile can be textures with one of 64 256x256 (16bit or 32 bit) textures

All real Time

Mouse pointer is used to select tiles.
R=Rotate Texture 90 degrees.
T=Display all textures on the right, scroll via mouse wheel, click on texture to select.
G=Change tile graphic (texture) to match current selected texture.
F=Wireframe view, use mouse to adjust vertex heights

F8= Map Save
F10= Screen shot

Planning: Auto tiling based on terrain slopes, heights, and texture relationships.


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Huge Tiled Terrains(Posted 2002-08-02)
Terrain Editor

The terrain editor will now display all the textures in a column on the
right, allows user scroll thru all the possible
textures, pick one, and click on the terrain tile to place it.


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Huge Titled Terrains(Posted 2002-08-01)
Terrain editor in progress.
Rotating Texture/Tiles with mouse is now complete.

In progress, vertex heights, texture selection, new mesh save/load function.


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Huge Titled Terrains(Posted 2002-07-30)
World Size: 256x256
Textures: 64

Added rotating sun for day/night cycle.

Added mouse pointer to support pickable terrain.
Pointer can now identify mesh, surface, texture, and triangle.

Working On:
Allowing pointer to change texture rotation, tile textures, and edit vertex heights.

Planning:
Mesh save/load functions.

Auto tiling based on height, slope, and texture relationships.

Animated textures

Adding one of the GUI to set additional tile and/or texture attributes.

Considering:
Additional UV support for finer texture control.

Previous demo here:
[a url] http://www.getafile.com/cgi-bin/merlot/get/ishsoft/Work1.ZIP [/a]


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Huge Tiled Terrains(Posted 2002-07-21)
Demo of this work in progress is now available. I don't have FTP setup here yet, so I'm looking for a host to hold the 5mb download.

Combat Edge will use the Large titled terrains.


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Combat Edge(Posted 2002-02-14)
Terrain Lighting
Placed light point source off the terrain mesh to act as the sun. As the terrain mesh transverses the virtual height field,
vertex heights are set, tiles are textured and/or rotated,
and normals are set. The results are dynamic terrain shadows.

Planning to test:
Clouds casting shadows as they pass over head.


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3

Combat Edge(Posted 2002-02-13)

Building and testing many pieces of code.

Game is designed from ground up to support multiple players via UDP.

Allowing multiple users edit the world in real time.

Tested standard terrain system with castle, and other walkable meshes.

Tested jumpping, gravity and collisions.

Animated water and clouds.

Trees

Tested new meshed based terrain system.
Featuring: Variable size mesh with ability to transverse virtual height field limited only by system memory.

Tested 48x48 mesh each tile 100 units wide transversing virtual height field of 512x512.

Tested realtime dynamic brushs on each tile.
Brush count only limited by video card memory.

Textured tiles, each tile can now be painted, and rotated 0,90,180,270.


AMD 64 X2 Dual Core 6000+ 3Ghz 4Gb
NVIDIA 8800 GTS 320
WIN XP MCE SP3