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Warzone Foliage System


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Posted

So Crysis and Skyrim now? :P  Need a desert landscape next. eg:

 

Yeah, good idea, so somebody can obtain permission to use the full Tamriel heightmap and region-gen it for Jedi Academy :D

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Posted

So Crysis and Skyrim now? :P  Need a desert landscape next. eg:

I want to do a desert map, but I need tatooine models. Small buildings, etc. To do something like the video I would probably also need new rock models.

Posted

 

 

Here's a few screenshots of a new climate type that I am working on. Just in time for christmas :)

 

1YUL2Gb.jpg

iy6n74e.jpg

Km5b1cr.jpg

aB5LC71.jpg

You got weather working on rend2?

Posted

i know that :) but its not like im a all skilled man for all this sort of stuff and nether is Uniq. maybe some day who knows :) but is a nice site, with a few good things in it :)

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Posted

@@UniqueOne -

 

Kasper A. Andersen and Christian Bay:A survey of algorithms for construction of optimal Heterogeneous Bounding Volume Hierarchies. 2006

In this paper we describe algorithms for automatic object hierarchy construction. We develop and evaluate a Branch and Bound algorithm. The algorithm is controlled by a heuristic- and cost function. The hierarchy data structure built by the algorithm is the Approximating Hybrid Bounding Volume Hierarchy. It has nodes with varying branching factors, multiple bounding geometry types and approximating geometries in the leaf nodes.

 

 

 

 

Maybe that could be helpful for your automatic collision bounding volumes?

Posted

@@UniqueOne -

 

Kasper A. Andersen and Christian Bay:A survey of algorithms for construction of optimal Heterogeneous Bounding Volume Hierarchies. 2006

 

In this paper we describe algorithms for automatic object hierarchy construction. We develop and evaluate a Branch and Bound algorithm. The algorithm is controlled by a heuristic- and cost function. The hierarchy data structure built by the algorithm is the Approximating Hybrid Bounding Volume Hierarchy. It has nodes with varying branching factors, multiple bounding geometry types and approximating geometries in the leaf nodes.

 

 

 

 

Maybe that could be helpful for your automatic collision bounding volumes?

 

Looks like exactly what is needed. If I am able to make it work or not, is another story hehe.

Posted

@@UniqueOne -

 

You might like this one too...

 

Kasper A. Andersen and Christian Bay:Effects for a Game Engine. 2006

 

http://image.diku.dk/projects/media/christian.bay.kasper.andersen.06.pdf

 

Our approach introduces an infinitely large landscape with constant framerate and no stalls at runtime. With more computational power, more resources will be used for dynamic lightning, and natural effects like water. We present simple and fast shader approaches for both of these effects

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