This sounds feasible, but i recommend setting up some concept art and map layouts. Also discussing how far shader wise you want to go before you make more art.
I made a palm tree for a scene i never started, you can have it if you want.
"Irrlicht is obese"
If you want modern rendering techniques learn how to make them or go to the engine next door =p
I really hope that you will allow shaders to be deactivated for older PCs (and also the LOD set and other effects turned off so it still runs!). Netbook users as me will be glad if you do! And I think too often indie games are killed for lowend hardware because they have no fallback for non-shader hardware (or graphics settings without tons of grass sprites for slower PCs ).
But the palm model Katsankat showed seems lowpoly enough to be feasible for lowend hardware so I'm hoping it will run run on my netbook
There are several ways to do everything. To avoid months of discussions it would
be best to have each person doing its part. There's a list, simple as that!
Omaremad could you pass your model so that a modeler creates high/low
poly versions of it? Thanks in advance.
SteelStyle is working on water waves and shaders in general.
Yesterday I've found how to use ambient occlusion/lightmaps and it's coming good
that means the scene can be set up and exported. I also wrote a material
system interface ie. I can set texture names/type in a script and edit
it without recompiling the application or re-exporting the model.
Today I worked on chunked LOD for terrain. The scene will be splitted in patches.
Each patch is composed by a mesh and its textures, plus nodes for models.
Frutsum culling will do a first pass I'll do another to handle LOD on each visible patch,
of course meshes having the same texture will be merged (per patch) in the
modelling program. I'll generate a heightmap with some algorithm (Diamond square
or Perlin noise) and import it into <your3Dapp> to transform it as a mesh and
add extra detail where needed as well as removing unwanted triangles. This allows
to create cliffs and caves which is impossible with heightmaps. Then add models to
the scene and export patches.
I guess the size of the patches and the number of triangle it holds will be
determined by trial and error.
omaremad wrote:This sounds feasible, but i recommend setting up some concept art and map layouts. Also discussing how far shader wise you want to go before you make more art.
I made a palm tree for a scene i never started, you can have it if you want.
How do you get the models to be the same dimensions in the game as it is in Blender? My models always get imported tiny. Then I have to use Irrlicht to scale them up.