| Welcome to New Beginnings. We hope you enjoy your visit. You're currently viewing our website and forum as a guest. You can currently only read posts and are subject to ads. Join for free and you can have full access + have an ad free experience. Join our community! If you're already a member please log in to your account to access all of our features: |
| Update 1/26/13 | |
|---|---|
| Tweet Topic Started: Jan 26 2013, 03:45 PM (250 Views) | |
| Lucas | Jan 26 2013, 03:45 PM Post #1 |
|
Chief Programmer
![]()
|
Afternoon everyone ![]() A lot of good progress was made this week. The chunk shifting/loading system was redone and greatly improved, allowing for the player to move around the world. There is still a lag when it needs to load the chunks, but that will be fixed when I program the prebuffer. I also created a new way of rendering in OpenGL, allowing for a decrease in memory required by 95%, while also increase FPS significantly. At 5 million vertices, a VBO alone was able to maintain an FPS of 33. With my Hybrid, the FPS was increased to 178. I applied this new rendering technique to the vegetation models and soon will apply it to the terrain itself. I also did a lot with shaders this week, including pixel-perfect shading for the terrain. They now also calculate the slope of a vertex and texture accordingly, i.e., a steep cliff is now shaded as rock instead of all grass. I also removed the old biome system, as I will soon be doing it all through purely shaders instead of through the generator. Right now, only rock and grass is supported. In the coming week, however, that will change. The noise algorithms for the generator have also been drastically improved. Noise is now generated smoothly, making the smoothing algorithms obsolete and increasing generator performance by another 66%. I have also been playing around with merging multiple noise maps to generate more diverse terrain. See pictures at end of the post ![]() That's all for this week. I hope to this coming week make a new biome system within the shaders, slowly begin removing SFML and replacing it with my own code, and slowly begin to transfer systems from the generator to the game itself. Eventually, I hope to incorporate the generator within the game completely so that chunks can be created as-needed (like Minecraft). Pictures: Some examples of the diverse terrain and slope-calculated texturing: |
|
View the progress of the game here! RockSplitStudios.com My Blog | |
![]() |
|
| Rozn | Jan 27 2013, 01:34 AM Post #2 |
![]()
|
Its so dead in here.. |
![]() |
|
| gorkiork | Jan 27 2013, 05:00 AM Post #3 |
![]()
|
Very nice progress. The performance increases you make are astonishing! |
![]() |
|
| TwentyThree | Jan 28 2013, 12:30 PM Post #4 |
|
This. I still watch your game development by the way, just so you know. I'm sure lots of other people do too ;D |
| Leaf frog is watching you | |
![]() |
|
| 1 user reading this topic (1 Guest and 0 Anonymous) | |
| « Previous Topic · Announcements · Next Topic » |








8:17 PM Jul 10