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PostPosted: Thu Jul 14, 2011 9:49 pm 
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budinga wrote:
I would love you to feature them.


Will do. Getting bogged down at work just now.

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PostPosted: Sat Jul 16, 2011 3:18 pm 
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Thanx for featuring my work :). I have actually desabled the reflection mapping unless the camera is in the atmosphere, but it dosent really make much of a difference i only get a few fps boost, i think about 5. Its the whole rendering process that needs to be worked. Bare in mind this is written in vb.net and xna, so its very slow campred to a c++ engine. I have looked in to it a bit more and i think my problem is more or less the culling, for instance i need to cull a whole face, instead of checking all patches, also i am pretty sure it renders patches that you cant really see. thinking time :)


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PostPosted: Sat Jul 16, 2011 8:47 pm 
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[Update]

I managed to figure out what it was now i only update if the camera moves. i actually sometimes get 130fps even when on the surface and rendering reflections too. Now i gotta implement distance update so for instance the camera moves a certain distance and then i update this should in theory do it. Then i can start working on making it look better. :). any suggestions will be greatfull.


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PostPosted: Tue Jul 26, 2011 6:44 pm 
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Just a couple of things i need a few suggestions if possible.

1. My heightmaps dont seem to map great when i put the radius up, it streacthes it , i need to figure out the best way to, fix this.
2. I was thinking to make the geometry more realistic i could, ass a sorta hybread, it used gemipmap at the moemnt with 6 lod's, but its dosent seem to be enough if maybe when i get to ground level it uses a sort of quadtree , to slip it in to smaller mipmaps, with higher deetail or, just use quadtrees, just rambling any suggestions are much apreciated.


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PostPosted: Mon Aug 01, 2011 6:59 pm 
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Ok well i have fixed no 1, i just decided to use percentages, so that i can keep scale. for instance.

Atmosphere is 2.5% of the planet has to be for atmosphere effect to work.
Clouds are atmosphere radius - 0.25% of the planet
Terain is maximum height of 1.5% of the planet
Water is terrain radius + 0.25%

Works very well on large scales too the other day i enlarged my planet to the size of earth took me like 30min to just travel trough the atmosphere, it was great lol.

Now i just need to solve the error metric, as it uses the Y vertex to calculate the mipmap error metric it is a sphere so it only works good on the top and bottom of the cube. Any ideas anyone. Also looking for a way to adapt post process water hader to my planet. Any other ideas are always welcome.


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PostPosted: Tue Aug 02, 2011 2:55 pm 
Dexterous Droid
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Sounds super cool. Any chance you'll post some binaries for us to play with? :D

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PostPosted: Tue Aug 02, 2011 6:20 pm 
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i can do its a bit buggy and the folders are a bit messy, but what the heck, ill try and trough something together for ya. Be warned though you need a pretty decent graphcis card or youll get 10fps at some points, but you can actually disable the whole lot, if you like. t for terrain, c for clouds, w for water, a for atmopshere keeping it simple. :). At the moment im trying to figure out a way to get the normal mapping working properly probelm is at dif lod's it looks strange so i have disabled that for now. :) also the texture is at high quality just for me to test. ohh what the heck heres a link to my latest closed beta binarys.

Code:
removed!


let me know how you get along with it i would love to know. Also camera code is a bit crappy but just for the sake of demo, and no collision detection yet. :). i will only keep this up for a few days, as i dont really think its anyware near ready to be distributed.


Last edited by budinga on Sat Apr 14, 2012 9:16 am, edited 1 time in total.

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PostPosted: Wed Aug 03, 2011 3:52 pm 
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Hmmm, I can't download from that rapidshare link. They're wanting me to purchase an account. Used to have a free download option but apparently it was removed. Maybe try http://www.multiupload.com/ or http://www.mediafire.com/ ?

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PostPosted: Wed Aug 03, 2011 6:23 pm 
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try one more time its been downloaded twice slready just use the free download. it works fine i just tested it on another computer. sorry i dont use any others i have a premium account and i can keep track of my things.


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PostPosted: Wed Aug 03, 2011 10:03 pm 
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Managed the free download, but the exe didn't want to do anything for me. :\

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PostPosted: Thu Aug 04, 2011 6:51 am 
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make sure you have the latest dx runtimes and xna 3.0 runtimes. erm just thinking .. .. .. .. .net framework 4.0. and that should work. had the same prob at work if not then your gfx card cant handle it, or it dosent support some sort of rendertarget format im using etc. let me know and ill try and look in to it.


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PostPosted: Thu Aug 04, 2011 9:04 am 
Dexterous Droid
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Codehead wrote:
Managed the free download, but the exe didn't want to do anything for me. :\

Same here. Crashed immediately. Probably something XNA related, I'll see if I can't install something and get it running.

edit: got it running after installing Microsoft XNA Framework Redistributable 3.0. Looks really good! The camera control is painful and the sun was flickering whenever it went off camera. Will be interesting to see this develop :)

getting about 44 fps on radeon 5700.

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PostPosted: Thu Aug 04, 2011 11:59 am 
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wiked, i know the camera is a pain i simple just been ignoring it for now lol, its ok till i get all the kinks sorted the sun flickers, on some graphics cards i dont know why i think its to do with the lens flare and post processing render order. ill try and work that one out at the momment im trying to figure out a way to to the shadoing , make the terrain more realistic fix the streching on the clouds etc little things like that, im glad you got a decent fps :).... i slowed the camera down for the binarys sorry about that.


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PostPosted: Thu Aug 04, 2011 7:31 pm 
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IGTHORN wrote:
edit: got it running after installing Microsoft XNA Framework Redistributable 3.0.


I'm running Win7 x64, that download seems to be for XP/Vista. I'll have a dig and see what Dx version I have later.

Gfx card is Radeon 3600HD, no idea if that's any good, I was given it to replace an old GF8500.

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PostPosted: Thu Aug 04, 2011 7:46 pm 
Dexterous Droid
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Codehead wrote:
IGTHORN wrote:
edit: got it running after installing Microsoft XNA Framework Redistributable 3.0.


I'm running Win7 x64, that download seems to be for XP/Vista. I'll have a dig and see what Dx version I have later.

Gfx card is Radeon 3600HD, no idea if that's any good, I was given it to replace an old GF8500.


I'm also on Win7 x64, it works fine :) I think those are minimum requirements listed on the download page.

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PostPosted: Fri Aug 05, 2011 6:47 am 
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lol, no you know what rapidshare were upgrading there site, and they had some probs with free downloads. lol. i want to upgrade it to xna 3.1 but im not sure if that will break it maybe in a future but theres no point it probably will work the same anyways. 3600HD is not great, but i can run it off an old nvidia gfx card on my laptop at work, so it should run fine, even on a 128MB grfx card, make sure you have the latest drivers installed.


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PostPosted: Sun Aug 07, 2011 3:27 pm 
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The XNA patch fixed it for me too. :thumbs

Pretty cool demo. I like the day/night cycle, but the mouse is very twitchy. No flickering on the sun (I like the flare FWIW), I get around 10-18 fps when the planet is in view.

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PostPosted: Sun Aug 07, 2011 6:45 pm 
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Yeah like i said the camera is a bit crappy im glad you like it :). I have just implemented shadow mapping using normals, the problem is it only works properly when i zoom in to the planet in higher altitudes beacuse of the lower detail it dosent seem to work :(, i am just thinking of the best way to do the normal mapping on different lod's , and also failing to implement post process water but thats not as importaing at the moment, so ill worry about it later.


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