Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

DarkBASIC Professional Discussion / vareiable detail levels in the levels

Author
Message
Plugged
23
Years of Service
User Offline
Joined: 30th Nov 2002
Location: Hertfordshire
Posted: 30th Nov 2003 20:13
in the lastest games such as halo if you look at the ground the ground near you has i very detailed texture and as you look further alway the detail gets then as you move the area of high detail moves with you. can you do this is dbp and if so how would you go about programming it.

woody

CLear Coder
Slayer
22
Years of Service
User Offline
Joined: 15th Nov 2003
Location: CA
Posted: 30th Nov 2003 20:44
load image "",1,flag set flag to 1 to get what you wont.
Oliver
23
Years of Service
User Offline
Joined: 24th Nov 2002
Location: Switzerland
Posted: 30th Nov 2003 20:47 Edited at: 30th Nov 2003 20:48
[edit] Slayer posted first

Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 30th Nov 2003 20:47
Quote: "in the lastest games such as halo if you look at the ground the ground near you has i very detailed texture and as you look further alway the detail gets then as you move the area of high detail moves with you. can you do this is dbp and if so how would you go about programming it."


Reducing texture detail is known as mipmapping, and is done by DBP automatically.

Adjusting the level of detail of 3D geometry is more complex, I don't know if HALO does this or not. A very simple way of doing this is to create a high and low poly version of the objects in your scene and swapping the objects once it goes a certain distance from the camera.


BLUE GUI Plugin: http://blue.robert-knight.net / BLUE IDE [href]http://blueide.sf.net/ - Replacement editor for DBPro[/href]
Rob K
Retired Moderator
23
Years of Service
User Offline
Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 30th Nov 2003 20:48
Quote: " I have no idea, though i saw this in the bl*tz3d demos, so it must be possible in DB"


Mipmapping yes, LOD terrains (where the ground is more complex near the front that at the back) is not possible.


BLUE GUI Plugin: http://blue.robert-knight.net / BLUE IDE [href]http://blueide.sf.net/ - Replacement editor for DBPro[/href]
Ian T
23
Years of Service
User Offline
Joined: 12th Sep 2002
Location: Around
Posted: 1st Dec 2003 10:12 Edited at: 1st Dec 2003 10:12
Mipmapping depends on your videocard. It's possible Halo forces mipmapping settings, so if you've got them natively off, it switches them on anyways. Change your video card settings if you want to see this in DBP.

Halo does indeed use LOD (Leve Of Detail) for its game objects (cars, players, etc), but not for its terrain. There are a number of ways to going about using levels of detail for your objects. A simple one would to be make a low and high detail version, and if the camera is a certain distance away from the object, replace it with the low detail version; or simply show the low and hide the high.

(Another good example why object groups would be useful in DBP)

--Mouse: Famous (Avatarless) Fighting Furball

A very nice %it, indeed.
Van B
Moderator
23
Years of Service
User Offline
Joined: 8th Oct 2002
Location: Sunnyvale
Posted: 1st Dec 2003 13:58
It'd be good practice to have a lower poly version of all your objects, then use an LOD system, which is not really as big a deal as it sounds, just check the distance from the camera and decide which object to show or hide. However, another concearn is texture resolution, it might be beneficial to have low and high res versions of your texture, and use the same LOD style system - a low res texture LOD can often reap the same (or better) speed benefits of a low poly system.

Another huge factor in all this is collision, if you check for collision on your low poly objects all the time, then your collision system will be much quicker, things like checking occlusion, only checking nearby objects etc can again improve speed a great deal.


Van-B


I laugh in the face of fate!

Login to post a reply

Server time is: 2026-07-27 01:32:33
Your offset time is: 2026-07-27 01:32:33