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Work in Progress / BlitzTerrain

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Duffer
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Posted: 6th Jan 2011 23:50
@ Kaedroho,

Excellent. However, wont wait for that to purchase the standard and then upgrade pro versions...

I take it that the standard version is now with DBPro for approval etc and will probably be sold through this site?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
kaedroho
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Posted: 6th Jan 2011 23:56
Quote: "I take it that the standard version is now with DBPro for approval etc and will probably be sold through this site?"


It was approved about 6 months ago and the contract was signed early last month. It will be sold on TGC next week.

The first thing I am doing is getting the GDK version up and running again. Then I'll look into the shader bug and get the paint colour feature in. All should take about 2 weeks.

Jeff Miller
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Posted: 9th Jan 2011 11:53
Lee twittered a few days ago that a DBPro upgrade 7.6 would be out soon to accommodate BlitzTerrain. Do you happen to know what modifications he has in mind? I was assuming that 7.5 was adequate.
kaedroho
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Posted: 10th Jan 2011 19:01
You can view the latest changes lee has made here:
http://code.google.com/p/darkbasicpro/source/list

Lee has to release a new version of DBPro in order for new paid plugins to work.

kaedroho
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Posted: 15th Jan 2011 20:45
Just made a twitter account. Follow this for updates on BlitzTerrain development: http://twitter.com/#!/Blitzwerks

Duffer
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Posted: 16th Jan 2011 01:42
@ Kaedroho,

Is the DBPro standard version release tied to GDK as well as DBPro 7.6?

What is the eta now for DBPro 7.6 and BlitzTerrain standard version?

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
kaedroho
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Posted: 16th Jan 2011 02:04
Quote: "Is the DBPro standard version release tied to GDK as well as DBPro 7.6?"


Not sure what you mean exactly, but the DBPro version is not tied to GDK.

Quote: "What is the eta now for DBPro 7.6 and BlitzTerrain standard version?"


DBPro 7.6 is out and the files for BlitzTerrain standard are with TGC. The release should be very soon, definitely before February.

Duffer
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Posted: 16th Jan 2011 11:12
@ Kaedroho,

No worries - that answered both questions - good stuff.

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
kaedroho
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Posted: 16th Jan 2011 21:47
I have fixed the shader bug. Attached is an example showing shaders working. Its green gandalfs Blend shader modified to work with BlitzTerrain. The Advanced Terrain code is still there so you can compare your FPS. I get about 2x more FPS with BlitzTerrain.

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Duffer
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Posted: 17th Jan 2011 19:34
@ Kaedroho - nearer 3x for me! So many FPS made my GPU fan kick in aplenty...

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
revenant chaos
Valued Member
17
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Location: Robbinsdale, MN
Posted: 17th Jan 2011 22:46
Quote: "[quote]"Is the free version limited to only one terrain?""

Yes it is.[/quote]
Aww, that means that I can't use this with deferred shading until I can afford the full version (too many textures for only 1 object). That is unless you would be kind enough to add a command which creates a second copy of the terrain which can have different textures and shaders...

Quote: "I have fixed the shader bug."

Awesome, that looks like it works perfectly. I did however notice that the light seems to be coming from different directions on each terrain, though there is no mention of it in the DBPro source
(setting the "lightDir" effect constant), A bug perhaps?

With the demo, I get almost 2x the performance with blitz over AT.
Virtual Nomad
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Location: SF Bay Area, USA
Posted: 17th Jan 2011 23:19 Edited at: 17th Jan 2011 23:22
all along, the only thing keeping me from salivating over this has been the pin-hole issue. i can see being able to disguise the suspect pixel(s) somewhat with various forms of trickery but there will be times when whatever's behind it will be visible in an obvious, glaring fashion. what's the chance this will (ultimately) be fixed? or, is it something that's inherent to blitzwerks terrain, leaving me to decide whether or not the performance boost outweighs the side effect?

Virtual Nomad @ California, USA . DBPro V7.5
AMD Phenomâ„¢ X4 9750 Quad-Core @ 2.4 GHz . 8 GB PC2-6400 RAM
ATI Radeon HD 3650 @ 512 MB . Vista Home Premium 64 Bit
kaedroho
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Posted: 17th Jan 2011 23:51 Edited at: 17th Jan 2011 23:51
Virtual Nomad,
I acctually have a solution for the pin holes, I put it on hold temporarily to work on other parts. Thanks for reminding me! I'll get back to work on that right away!

kaedroho
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Posted: 18th Jan 2011 00:58
With thanks to Virtual nomad for remindimg me, I have just managed to solve the most worst bug in the whole of BlitzTerrain!

Great news everyone, pinholes are now gone!


I made absolute sure that they are gone by testing a few different demos, darkening the terrain and lightening the background. Not a single pinhole has been sighted!

Mobiius
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Posted: 18th Jan 2011 01:27 Edited at: 18th Jan 2011 01:28
I guess you've updated the original download with this pinhole fix?

Oh, and there's a page not found error on your sig link.

My signature is NOT a moderator plaything! Stop changing it!
KISTech
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Posted: 20th Jan 2011 19:39 Edited at: 20th Jan 2011 19:42
I get this when I run the GG Shader demo and choose BlitzTerrain.



Looks like it's putting all the sections of terrain in the same spot.

I'm having similar problems with the shaders in LandGen.

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kaedroho
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Posted: 20th Jan 2011 19:44
Thats the bug that this demo was meant to show has been solved! Your meant to use the included precompiled .exe until I've released R2.

KISTech
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Posted: 20th Jan 2011 23:46
Oh.

kaedroho
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Posted: 21st Jan 2011 10:21
Bad news, my PC died today.

Windows decided to stop running DBPro apps. Tried disabling anti virus, running in safe mode, etc. But still didn't work. So I did a restore.

After the restore, it started to Blue screen on startup. So I will have to rebuild it.

Kiaurutis
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Posted: 21st Jan 2011 16:40
in first page of posts there is a complain about "1) some very noticable seaming through-out"
i am not good at english so want to ask if this mean that u can see sharp boundaries between different textures in long distance (i think that's what is shown in picture added)?
if there is added fog that problem would be solved wouldn't it?
KISTech
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Posted: 21st Jan 2011 20:01 Edited at: 21st Jan 2011 20:04
@Kaedroho, I hate when that happens. Hopefully it wont take long to get it back up and going.

@Kiaurutis, That problem no longer exists in the current version.

kaedroho
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Posted: 21st Jan 2011 22:39
Kiaurutis,

That problem was solved almost 2 years ago.


KISTech,

I'm hoping to be back up and running tomorrow. I'll be switching to Windows XP 32 bit because of its reliability, so hopefully this won't happen again anytime soon.

KISTech
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Posted: 22nd Jan 2011 17:52
I hear ya on that. I'm formatting a second drive so I can dual boot into XP for development. I can't seem to get rid of the UNDEFINED PARSER ERROR without totally reinstalling the system, and it's really a pain to have to compile 2 or 3 times in a row on a 13,000+ line project.

Keep up the good work. I'm getting great results.

kaedroho
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Posted: 22nd Jan 2011 18:57
PC back up. Will need to get a new Visual Studio CD before being able to compile though. Should be up and running again by tomorrow.

Turns out the problem was a hard drive failure. Some sectors are damaged cannot be read/written to, hence why system restore killed it.

kaedroho
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Posted: 23rd Jan 2011 16:00
Back up and running now. Working on a few screenshots for the TGC product page. Hopefully, they will be a bit more interesting than all the other screenshots I have posted before.

I have 1 more issue I will be looking into before the release. Once its fixed, BlitzTerrain will be pretty much bomb proof!

kaedroho
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Posted: 23rd Jan 2011 17:08
Last bug fixed! Expect a release by the end of the week.

Agent Dink
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Posted: 23rd Jan 2011 21:52
Some of the example demos don't work for me. I downloaded them from your site. Are they outdated or have commands been updated?

http://lossofanonymity.wordpress.com
kaedroho
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Posted: 23rd Jan 2011 22:06
Which examples did you download?

Agent Dink
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Posted: 23rd Jan 2011 23:17
I downloaded the v2.01 zip file and tried the real-time terrain modification and it doesn't compile

Could not understand command at line 95

line 95:
BT RaiseTerrain g_TerrainID,BT GetTerrainSize(g_TerrainID)/2,BT GetTerrainSize(g_TerrainID)/2,400,200*Elapsedtime#

Also. the 08Exclusion2(FullVersion) doesn't actually seem to do anything on my computer. I still see the entire terrain and nothing is excluded.

http://lossofanonymity.wordpress.com
kaedroho
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Posted: 23rd Jan 2011 23:26
That is because you need to get the full version in order to run those demos. I put them there to show people what programming in the full version will be like.

Agent Dink
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Posted: 24th Jan 2011 00:11
Oh ok, got it.

http://lossofanonymity.wordpress.com
revenant chaos
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Posted: 24th Jan 2011 08:00
Perhaps you should put the full version preview code into another folder so it is more obvious that they don't work with the free version.
Agent Dink
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Posted: 24th Jan 2011 21:02
Ive been away from the forums for awhile, so in lieu of reading the whole thread to find when the full paid version is being released, do you have a timetable?

http://lossofanonymity.wordpress.com
KISTech
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Posted: 24th Jan 2011 21:58
TGC has it, so if they follow their usual pattern it will come out the same time as the newsletter. (but that's just a guess..)

kaedroho
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Posted: 24th Jan 2011 23:13
KISTech is right, it will be released in the next week.

kaedroho
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Posted: 25th Jan 2011 01:20 Edited at: 25th Jan 2011 23:17
Heres a new video showing off Blitzwerks Terrain on a large terrain with some extra feature thrown in.

{video removed]

Let me know what you think.

BMacZero
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Posted: 25th Jan 2011 17:56
Looks pretty amazing!

kaedroho
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Posted: 25th Jan 2011 23:17
Just changed the video slightly. Its compressed a little less and doesn't do any wireframe.




kaedroho
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Posted: 26th Jan 2011 01:28 Edited at: 26th Jan 2011 01:30
I have attached a screenshot of a terrain I just rendered. It has 10000 trees so it runs pretty slow. The terrain itself runs at 800FPS though.


I think I might make a new plugin for rendering trees really fast. I can probably get this scene shown in the screenshot (10000 trees) working at over 500FPS on my Geforce 9600.

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thenerd
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Posted: 26th Jan 2011 02:04
That looks... amazing. Could we have a demo?

KISTech
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Posted: 26th Jan 2011 04:15
Looks good. I love that sky texture.

kaedroho
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Posted: 26th Jan 2011 11:17
The sky texture is from SkyMATTER pack 6.

I will have to sort out the trees before releasing a demo, 10000 DBPro objects don't render very quickly!

How is my idea for making a plugin to allow people to have hundreds of thousands of trees in their game? I will make it work a lot like BlitzTerrain and maybe tie it to BlitzTerrains environment mapping system so it will position the trees for you.

thenerd
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Posted: 26th Jan 2011 12:42
That would be awesome. Or better yet, maybe have it designed so that the plugin could handle other types of details, such as grass...

kaedroho
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Posted: 26th Jan 2011 16:51
Yeah, I have also thought about doing a vegetation plugin aswell. The tree plugin will work differently to the vegetation one.

Jeff Miller
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Posted: 26th Jan 2011 17:58
You seem to be using the same pitch that Lee used when promoting Tree Party, which TGC sells. You may want to pitch some point of differentiation from that product.
JosephB
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Posted: 26th Jan 2011 18:08
I think a great vegetation plugin would be very beneficial.
Duffer
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Posted: 26th Jan 2011 20:37
@ Kaedroho,

Your tree and vegetation plugins would be excellent. Presuming they would do all the clipboarding etc. The 'sell' would be heavy compatability, if needed, with BlitzTerrain, environment maps...

Hey, put painting on terrain and spherical terrains first please....

a long time dabbler with DBC and DBPro with no actual talent but lots of enthusiasm...
KISTech
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Posted: 26th Jan 2011 20:59
Quote: "Hey, put painting on terrain and spherical terrains first please.... "


..and Terrain Streaming. I have plans for that little gem.

thenerd
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Posted: 26th Jan 2011 23:09
Also, is there any way of controlling the parameters for the lighting applied to the terrain?

KISTech
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Posted: 26th Jan 2011 23:33
That would depend on your own lighting system wouldn't it?

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