Landscape v8

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pf shadoko
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Landscape v8

Post by pf shadoko »

Image
Image

Hi coders,

the v8 of my "Landscape" demo
many improvements in this version !

I want to provide a lib (c backend) with a doc to use it in your games
if someone can help me, I don't know anything in this field

the Zip:

http://cg.racine.free.fr/paysage-v8.zip
(to download copy the link in a new tab (I think it's related to the fact that it's not https))

Sorry just for Windows64 for now

PS : some shaders may be messed up, if you see some weird stuff, tell me about it
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Re: Landscape v8

Post by Fred »

Just crazy :shock:
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GG
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Re: Landscape v8

Post by GG »

Whah, really impressive, thanks pf shadoko !
Really smooth in 1920x1080.
Tried all five terrains, no problems with a "small" 4 cores / 4 threads Celeron N5105@2Ghz with integrated Intel UHD Graphics.
Very nice grass texture.
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Re: Landscape v8

Post by BarryG »

Very nice! Smoother and with more detail than some commercial games I've seen.
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Re: Landscape v8

Post by marc_256 »

thanks pf shadoko
very impressive ...
I always admire your work.

marc
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PS: sorry for my english I speak flemish ...
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Re: Landscape v8

Post by dige »

gorgeous!
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Re: Landscape v8

Post by Cyllceaux »

I really love your demos...
But, is there a chance to change the LOD? sometimes the background and farther aways things looking terrible.
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Re: Landscape v8

Post by pf shadoko »

@Cyllceaux
can you clarify things
if it seems to be a display bug can you post a screenshot
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Re: Landscape v8

Post by Cyllceaux »

I tried. But it is always a black picture :(
But I mean, the LOD "jumps" hardly. In the wireframe-view there are mountains and trees shows from a single triangle to a complex object. I count 5 "jumps".
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Re: Landscape v8

Post by pf shadoko »

ah yes, impossible to make a screenshot (due to the screen mode)
yes, the changes of lod are a bit brutal, especially visible with the cliffs

in v9, it's better, the terrain mesh is finer (25cm instead of 1m in v8)
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Re: Landscape v8

Post by idle »

looks really good. I'm guessing its using a quad tree to page in the LOD can you make a wider field of view not the actual view or increase the depth, which is perhaps what you've done going to 0.25m vs 1m that might rid of the abrupt LOD transitions. It's only seems to do it when you turn around or views obscured by cliff.
I like the details of the plants and water looks great.
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Re: Landscape v8

Post by pf shadoko »

@idle:
no, in v9, i just divided by 2 the width of the terrain grid (for all lods), and add a close lod, it decreases clearly the transition between lods. it doesn't require a lot of resource more.
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Re: Landscape v8

Post by pf shadoko »


I tested it on a machine more powerful than mine (amd ryzen 7) and the performance was very bad (about 10 fps)
if someone had this problem, thank you to report it to me, I will do some test code to find the origin of the problem
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Re: Landscape v8

Post by jacdelad »

I just tried it and it's amazing (also the size!). Worsk great in 4K on my Ryzen 5800X with a 12 years old midrange graphics card.

So...how can we exploit you and make use of it?
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Re: Landscape v8

Post by pf shadoko »

@jacdelad
as I said in my 1st post: I want to provide a lib (c backend) with a doc to use it in your games
if someone can help me, I don't know anything in this field
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