Outerra forum
Outerra Engine => Development screen shots and videos => Topic started by: cameni on May 04, 2012, 12:57:06 pm
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Very early WIP preview of 3D grass. Doesn't blend with distant grass yet, but it uses its colors and height and avoids patches of dirt without grass:
Short blades:
(http://i.minus.com/jbuL3HeAARfzDg.png) (http://minus.com/lbuL3HeAARfzDg)
Medium blades:
(http://i.minus.com/jsPfhR0LRBZnK.png) (http://minus.com/lsPfhR0LRBZnK)
Long blades:
(http://i.minus.com/jutZvLEzqNfxR.png) (http://minus.com/lutZvLEzqNfxR)
Performance/lighting/regular patterns - all subject to WIP, but interestingly the performance doesn't change with the length of the grass blades. It's cool to literally see the grass grow :)
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Cool :D
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Wow, that looks stunning and will look really amazing with terrain shadowing and distance blending... how's the performance hit with this density of grass?
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:) Yesss!
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That's realy cool!
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very very nice :)
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Wow...what a great work...amazing Cameni. You are a beast.
Loving the engine so far and waiting with patience for future upgrades and features.
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So much grass. Where are the cows? ;D
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looks amazing!!
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It looks fantastic!
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Looking very nice! Especially the first shot.
monks
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I'm starting to have high expectations for your work cameni. Outstanding effort.
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Impressive ! It already looks better than in most games.
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I have a pretty sweet computer, but I can't hear it whimpering in fear right now just displaying the pictures. :P
Wouldn't this make it more difficult to catch those noisy crickets? ;D
Off topic a bit, but even more noticeable in these pictures... I know this varies in real life, but I feel that the atmospheric scattering, or whatever it's called, is a little bit too strong. (I have yet to mess with the more advanced visual settings though).
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Amazing grass.
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Cameni,
Any idea when this might be included in the Alpha for us?
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Wow! Impressive, looks really cool!
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Any idea when this might be included in the Alpha for us?
I still need a couple of days to finish it. But once it's slightly more advanced, I plan to add a setting for it in the terrain settings so it can be enabled for testing, even if it's not fully finished.
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Thanks, eagerly awaiting the new feature.
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Will the 3D grass works fine with the self-shadowing terrain ?
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It's AA! :D Absolute Awesome!
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Any idea when this might be included in the Alpha for us?
I still need a couple of days to finish it. But once it's slightly more advanced, I plan to add a setting for it in the terrain settings so it can be enabled for testing, even if it's not fully finished.
Just out of curiosity.... do you get sleep sometimes?
You answer the forums, you fix bugs, and develop new things.... I'm just wondering if last some time to sleep ;)
btw, great grass.
Sq.
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Any idea when this might be included in the Alpha for us?
I still need a couple of days to finish it. But once it's slightly more advanced, I plan to add a setting for it in the terrain settings so it can be enabled for testing, even if it's not fully finished.
Just out of curiosity.... do you get sleep sometimes?
You answer the forums, you fix bugs, and develop new things.... I'm just wondering if last some time to sleep ;)
btw, great grass.
Sq.
There is no sleeping option in Anteworld yet. Therefore it's technically impossible for him to sleep ;).
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Oh I'm actually getting more sleep than what's the average .. otherwise the brain would 3e3333faaaadv
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So you mentioned there were placeholder bumps right now. Could the distance on these be increased so you could hide in grass even out of range of the 3D grass? I feel like you just potentially solved one of the biggest problems with tactical games and long distance... May not fix it from above, though.
Looks epic so far!
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A literal gasp Cameni, Better than I hoped when I read the title.
Long grass needs work.
Cant wait for the tatra to crush it down with the tires.
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...and I was already so impressed by what the meadows look like right now. Once the wind is there - is it going to bend with it...?
Just to keep mentioning this: You're amazing!
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So you mentioned there were placeholder bumps right now. Could the distance on these be increased so you could hide in grass even out of range of the 3D grass? I feel like you just potentially solved one of the biggest problems with tactical games and long distance... May not fix it from above, though.
The bumps define the envelope of the 3D grass, meaning the height of the grass equals the height of the bumps. Collision surface is down under the bumps, so the tires/feet are immersed into the grass regardless if the grass is 3D or just bumpy envelope. An object hidden in the grass will be hidden at a distance as well.
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So you mentioned there were placeholder bumps right now. Could the distance on these be increased so you could hide in grass even out of range of the 3D grass? I feel like you just potentially solved one of the biggest problems with tactical games and long distance... May not fix it from above, though.
The bumps define the envelope of the 3D grass, meaning the height of the grass equals the height of the bumps. Collision surface is down under the bumps, so the tires/feet are immersed into the grass regardless if the grass is 3D or just bumpy envelope. An object hidden in the grass will be hidden at a distance as well.
WHAT IS THIS SORCERY!? lol wow this looks absolutely stunning. Grats on the grass it looks better than what i've seen in most games. I like how bits are dark and it's not all the same color, although I'm not to fond of the longest grass (3rd) picture down, it looks kind of stretched, maybe some faux AO (on the grass sprite image itself).