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Work in Progress / Transcendent

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Serial Velocity
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Posted: 21st Oct 2011 00:14 Edited at: 19th Jan 2012 18:07
Yes although the performance difference between a few quad and my 256 triangle ring mesh is negligible, and the texture will be a lot larger, and have artifacts on the edges as the seperate lines need to be projected into a circular shape which isn't perfect enough.

That's not a bad idea for the asteroids, although that wont work well for the 1:1 scale I'm trying to go for, I'll probably end up using the same technique the guy uses in Infinity, and use an octree or something. xD

Quel
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Posted: 21st Oct 2011 14:07
What is that with those "artifacts"? Then use anything else but a low quality JPEG and problem solved.

Or i don't see what you mean...

-In.Dev.X: A unique heavy story based shoot'em ~35%
-CoreFleet: An underground commander unit based RTS ~15%
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Chris Tate
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Posted: 21st Oct 2011 17:47
The scenery is looking good!

Serial Velocity
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Posted: 21st Oct 2011 18:19 Edited at: 19th Jan 2012 18:08
Could do, the artifacts are just me being pedantic but having the flat 1024x1 texture saves massively on memory space, so I just prefer it.

Quote: "The scenery is looking good!"

Thanks!

Chris Tate
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Posted: 21st Oct 2011 20:28
Is this what you mean?



Chris Tate
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Posted: 21st Oct 2011 20:37
Forgot to mention, planets that are in the distance can be nicely displayed using fx shaders, in relation to the position of the sun and nearby star lights using normal and specular maps.

There is also a hemisphere FX out there which is good for shading shadows or highlights for eclipses; it was made for sun light and terrain, but it looks good on most things that are in the distance that need not be vertex shaded.

I have it on my hard drive somewhere; but it should be available on TGC somewhere.

Serial Velocity
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Posted: 24th Oct 2011 17:35
Yeah, that's exactly what I was going to do, and the shader I'm using for ring shadows can also be used for eclipse shadows too.

Here's a new video I just uploaded with all the stuff I've worked on in the last few days, I'm tempted to scrap the LOD because I feel that it's just going to take too long and it's beyond the scope of this game in the first place, as I wasn't planning planetary landing to begin with. I also threw in some BGM because Drum 'n' Bass is amazing and it suits the atmosphere of the game a little.



Indicium
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Posted: 26th Oct 2011 01:30
Quote: "I'm tempted to scrap the LOD because I feel that it's just going to take too long and it's beyond the scope of this game"


Go with whatever is fun for you to code, there's no point if you don't enjoy it.

Serial Velocity
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Posted: 2nd Nov 2011 15:48
Not many updates to show at the moment, been working on lots of internal engine code. For anyone who's interested, I'll be maintaining some statistics of the game code on the first post, but I'm hoping to release something worthwhile soon!

Quote: "Go with whatever is fun for you to code, there's no point if you don't enjoy it."


Meh, network programming is never fun.

Serial Velocity
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Posted: 18th Jan 2012 20:06 Edited at: 29th Jul 2012 18:28
Just to update, this is still been actively worked on, there's just nothing new to show graphically as I've been working on the internal engine code (multiplayer, GUI, audio, etc), getting models and other artwork together, and I had a development stall thanks to January A-level exams.

TheComet
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Posted: 18th Jan 2012 20:57
Quote: "Meh, network programming is never fun. "


^This

It looks really cool, stick to it, don't give up

TheComet

Mr Kohlenstoff
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Posted: 19th Jan 2012 00:04
This looks soooo good.

And... if I may ask a question, taking the risk that it might have already been asked: what about terrain? Considering there's some pretty decent looking LoD, I guess the planets will get some kind of landscapes? If so, did you think about using procedural generation via perlin noise?
I've been working on a raytracer over the last weeks, using 3D perlin noise to render complete detailled textured planets in real time, so considering that 2D perlin noise would suffice and you'd need way less function calls than this raytracer does, it would certainly be realistic and could result in some pretty impressive stuff.

Serial Velocity
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Posted: 19th Jan 2012 00:13 Edited at: 19th Jan 2012 18:06
Quote: "It looks really cool, stick to it, don't give up "

Thank you, comments like this really do help my motivation when it's not at it's best.

Quote: "what about terrain?"

Well, as I originally planned for planets to stay as background objects in this game anyway, I won't be handling terrain at all. The LoD was only an experiment on my part, and it's not really practical as then it would make the games "maps" many tens of thousands of km wide, when it's restricted to around up to 16 or so ships in player vs player combat. I'm thinking that the LoD would probably end up being used in a more freeform orientated sequel to this in the future.

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