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Vegetation Part 3


Billboards, transitions, and rendering are now done, and as you can see in the screenshot below, the idea works great. In Leadwerks 2, this application would have used hundreds of megabytes of data to store all the individual 4x4 matrices of each object. In Leadwerks 3, the instances are generated on the fly, so the application uses no more memory than a map with a blank terrain:

 

blogentry-1-0-11359100-1445025133_thumb.jpg

 

Still to do:

  • Fade out billboards as they approach max view distance.
  • Add rows to break up generated billboard textures.
  • Add DXT compression to generated billboard textures.
  • Add sub-grid rendering so GPU is only evaluating instances within a certain distance to the camera.
  • Add physics collision.
  • Vegetation painting tools in editor.

  • Upvote 13

12 Comments


Recommended Comments

shadmar

Posted

Very nice Josh, looking forward to this!

  • Upvote 1
Rick

Posted

So what's the downside to this method...j/k :P

  • Upvote 1
shadmar

Posted

I think it's heavy on the geometry shader?

Rick : Probably slow on integrated and won't compile on AMD/ATI. :)

Josh

Posted

The pancakes it makes for you are burnt.

  • Upvote 3
Rick

Posted

The pancakes it makes for you are burnt.

 

Boo!

drarem

Posted

Does it includes bushes and grass too?

Josh

Posted

It's appropriate for anything like that, including rocks, logs, debris, etc.

Gengivas

Posted

Go ninja go ninja, GO! Cowabunga. Looking forward to 1 November

Josh

Posted

Focusing on physics now. This will be interesting.

Haydenmango

Posted

Nice. It even makes burnt pancakes? Impressive.

damvcoool

Posted

I am really looking forward to get my hands on this new vegetation system :)

  • Upvote 2
Gengivas

Posted

Any news about the update launch date?

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