Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on January 22, 2011, 10:32:22 am
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Here are some further outputs from unfinished work on water, this time from the underwater environment.
(http://www.outerra.com/shots/unterwasser1.jpg) (http://www.outerra.com/shots/unterwasser1.jpg)
(http://www.outerra.com/shots/unterwasser2.jpg) (http://www.outerra.com/shots/unterwasser2.jpg)
Also a short video of diving around in a small bay that shows it better.
Underwater scene in Outerra (http://www.youtube.com/watch?v=6KhFBES0o0g#ws)
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VERY NICE!!! When for an alpha version ? :D
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Why don't make submarines and boats ?
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VERY NICE!!! When for an alpha version ? :D
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Why don't make submarines and boats ?
They've already got a 3D model of an Arleigh Burke-class destroyer. It's only a static model, though.
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Looks so good!, well done. You'd be able to get great transitional vehicles, a car submarine, james bond style.
A game of this type would be great, with quests to do in different areas of land and sea. http://en.wikipedia.org/wiki/Midwinter_%28video_game%29
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I noticed that wasn't the usual Jose Jalapeno in the video. I'm guessing you're going to call this guy Jacques Cousteau now? :)
Nice imagery.
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Cool underwater scene and cool pictures! :D
Cant wait for a demo. :cool:
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Very cool indeed. It is pretty darned realistic too- just about the right amount of murkiness (though there should be a way for the level of murkiness to vary when going from, say, a river, to a coral reef).
Now I can't wait for a submarine :D Or, indeed, and James Bond-esque Lotus.
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great video!!
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I think I noticed the color of the water changed a bit from beginning to end. Was that due to depth or some other factor?
Loved the rocky outcropping and sand sloping.
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I think I noticed the color of the water changed a bit from beginning to end. Was that due to depth or some other factor
It's the changing depth. Color of water does not only darken with the depth, but the attenuation is different for red/green/blue components of spectra. In this case, red color reduces to 1/3 of its value in 7 meters, green in 30 and blue in 50.
In fact the code contains only these extinction coefficients, there's no color in there.
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If you will not have submarines, please oh please, at least make Tatra working under water. :)
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Let's make Uboat in outerra
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now, if you make a sub with quite realistic controlling for the demo, i can't wait to control the sub between those
"underwater mountians" :P
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The underwater scene looks amazing! Great detailed mesh and sand textures. It is the perfect environment for the "Red Route 1" from the Hunt for Red October movie. ;) Will the Outerra engine include a realistic physics for submarines?
And of course, I would love to see my subs in this environment! :D
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cool, vertical details. Thats nice. I think the light attenuation is too low? Could imagine that you cannot see so far under water. I'm sure that you will adding some small particles for plankton and later some flora.
Is that exponential or linear fog? I guess exponential..
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Is that exponential or linear fog? I guess exponential..
Actually it's not a fog but a combination of light attenuation and in-scattering under water, both are exponential by nature.
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ok, with scattering the brightness should be physically correct. But you have forgotten the pollution-factor :P
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Well, in clean water the scattering effect is negligible in comparison to absorption, so it could be said the scattering always comes from the pollution :)
Most of it from organic matter.
But you are probably referring to larger particles in water - yes, that needs to be added.
There are many things still missing .. like the caustics and proper look of water surface from below. And fish :)
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hehe yah.. fishes as boids. That would be cool. But thats not in focus yet. Whats actually your next focus?
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Water is not finished yet so I have to fix all the issues and then move on to climate data .. or something.
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Water is not finished yet so I have to fix all the issues and then move on to climate data .. or something.
cough... clouds
or more trees. I really liked that one tree. The only tree. Still wasn't a redwood however!
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Angrypig reigns over trees .. the close ones, anyway. He's still working on it, but he will need a distribution function from me, which is closely related to the climate system. And the far trees algo will have to be updated as well.
Clouds .. I'm thinking initially we'll implement some simpler clouds so that ground level gaming feels better in alpha, and later we would add a volume.
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By far the best looking underwater environment I have ever seen in real time! I find it amazing that a few people can make a product that is much, much better than something that is made by thousands of people. :cool:
BTW I thought the guy underwater at the end kind of looked like a rebel from HL2. :P
Clouds .. I'm thinking initially we'll implement some simpler clouds so that ground level gaming feels better in alpha, and later we would add a volume.
But isn't your game going to be played mostly from a top-down perspective, aside from taking control of vehicles and exploring the world?
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I thought it would be mostly from a first person view, not to break the feeling of immersion. Kind of like Battlezone II style controls; we talked about HUD that would augment the "reality" player sees with design mode vectors ..
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I would try to avoid top down views as much as possible. Even with the road editor. I would prefer use of maps instead of no-clipping around the camera. You want to see the top of Mt. Everest? Get climbing.
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Two additional screens from under the water - a sunken ISS ;)
Water is definitely too clear, which is partly fault of wrong attenuation of light in turbid water, but also the lighting of objects under water has to be changed, the diffuse light will have to be suppressed with depth.
And of course the shadows won't be that sharp there as well.
(http://www.outerra.com/shots/underiss1.jpg) (http://www.outerra.com/shots/underiss1.jpg)
(http://www.outerra.com/shots/underiss2.jpg) (http://www.outerra.com/shots/underiss2.jpg)
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Despite the small defects. The water looks awesome. It looks like under water town :P
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Id rather have too clear then too murky. Besides the water in the Bahama's is very clear and blue.
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Id rather have too clear then too murky. Besides the water in the Bahama's is very clear and blue.
I agree with that.
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Two additional screens from under the water - a sunken ISS ;)
Water is definitely too clear, which is partly fault of wrong attenuation of light in turbid water, but also the lighting of objects under water has to be changed, the diffuse light will have to be suppressed with depth.
And of course the shadows won't be that sharp there as well.
+ you have an additional voronoi kind of specularity on each surface depending on the deepness :O --> (http://blenderartists.org/forum/attachment.php?attachmentid=35098&d=1289245768&thumb=1)
but the attenuation looks more realistic than before. will you add some kind of small wobbling for the camera?
I like physical nearly correct approximations. Give them small green particles and it will look awesome.
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+ you have an additional voronoi kind of specularity on each surface depending on the deepness
Caustics. Yes, that would provide a better feeling of depth.
will you add some kind of small wobbling for the camera?
Probably for FPS views, but at the moment there's also no wobbling of terrain/objects under water when viewed from above.
I like physical nearly correct approximations. Give them small green particles and it will look awesome.
Those will be probably white, with color changed by attenuation in water :)
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if you want i'll build some ruins for placing them on the ground of the atlantic ocean (just an easteregg)
Probably there will be no lighting, but some one else will build a simple submarine with some spotlights :P
think about it ^^
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Yes, or there could be a ruin generator that will generate and place the ruins to multiple places. Still, it would be almost impossible to find. On the land with high visibility you hardly can find anything, I cannot imagine what it would be like under sea ..
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yah, you will need gps-coords ^^
but for your screenshots old ruins were damn cool.
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Yes, or there could be a ruin generator that will generate and place the ruins to multiple places. Still, it would be almost impossible to find. On the land with high visibility you hardly can find anything, I cannot imagine what it would be like under sea ..
It would be nice to be able to detect such underwater structures by telemetry from a satellite imagery. Or to be able to use boats / airplanes with dragged under surface sonar buoys to map up the underwater terrain.
Nice treasure hunt missions could be imagined. With such a big world it's really interesting to use a multiplayer mode with like 100 ships to cover a bigger search area with sonar. The GPS coordinates are used for the approximate position only with a let's say 10 x 10 km area to be searched.
Maybe a hunt for the Loch Ness Monster?
The screenshots are beautiful as usual. :)
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Come on, i want this engine. :|
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Come on, i want this engine. :|
To be honest, it's really out of their control- all about when they get drivers that work from AMD.
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...or they find code issues made by themselves.. in both cases you will have to wait.
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To begin with congratulations, great job done so far.
It's really insane and promising as work on your 3D engine. :)
Here is my question on underwater submarine.
Is your engine manages marine currents, and what influence it can have on different types of materials or objects.
Example: piece of wood, seaweed, liquid (oil), animals or humans caught in its currents.
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Is your engine manages marine currents, and what influence it can have on different types of materials or objects.
Example: piece of wood, seaweed, liquid (oil), animals or humans caught in its currents.
No, it doesn't simulate the currents, in fact there's no physics for the water yet. First thing, after the buoyancy, will be a proper reaction to waves.
I'm really unsure about the currents, but just recently I've read that crocodiles swam the Atlantic to reach America (http://www.newscientist.com/article/dn20464-crocodiles-swam-the-atlantic-to-reach-america.html), probably carried away by ocean currents, so there's something to it :)
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:rolleyes: