irrWeatherManager 0.0.5 - weather system for Irrlicht

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cobra
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Post by cobra »

Grz- that is a problem in ATMOsphere's original code. I noticed it, but I didn't take the time to fix it. I'll try to fix it in a while; making some good headway with my game and haven't had the time.

Thanks for all the nice comments. Glad it's useful!
Josiah Hartzell
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Pazystamo
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Post by Pazystamo »

Sun is attached to camera, that you couldn't run away from sun. Other way to do is set huge distance from sun and camera and don't attach it to camera, but then you could run away from sun and that's not good. In real world you can run from sun only by travelling to other earth side, but in game best option is to attach sun to camera (i think so..).
My project in forum- ATMOsphere - new dynamic sky dome for Irrlicht
cobra
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Post by cobra »

Yes. However, there has to be a way to make it so that it doesn't shake like that.

I haven't really looked at it close enough to fix that, though.

And thanks Pazystamo! Your project was a great addition to my game.
Josiah Hartzell
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Virion
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Post by Virion »

maybe you can look into the code for creating a skybox? i don't know how its done but a skybox does not "run away" when you moving around. maybe you can use the same transformation method of a skybox and apply it to your sun.
cobra
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Post by cobra »

Virion: You stole my thoughts. :lol:
Josiah Hartzell
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netpipe
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Post by netpipe »

there is a problem with the cloud normals, they dont even show up in linux without changing the normals.
Live long and phosphor!
-- https://github.com/netpipe/Luna Game Engine Status 95%
Dareltibus
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Post by Dareltibus »

great job. i cannot wait the next release :)
Virion
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Post by Virion »

cobra wrote:Virion: You stole my thoughts. :lol:
*evil laugh* :twisted:
cobra
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Post by cobra »

I've been working with irrWeatherManager some more, and I've started working on the clouds again.

Before I had only slight changes to Bitplane's cloud scene node, but now I just used it as a base for a whole new cloud!


Here's what the September release's clouds will look like (with slight change):

http://skyreignsoftware.net16.net/Image ... louds1.png
http://skyreignsoftware.net16.net/Image ... louds2.png
http://skyreignsoftware.net16.net/Image ... louds3.png
http://skyreignsoftware.net16.net/Image ... louds4.png


Now the clouds use less particles (50 less particles per cloud for minimum effect!), it doesn't use the original cloud scene node's child particles anymore, it uses random texture coordinates with one material texture that has 4 rows and 4 columns.

In the same scene I got 75% better frame rate than irrWeatherManager 0.0.1.

Now there's also no sorting.

Enjoy!
Josiah Hartzell
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Lonesome Ducky
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Post by Lonesome Ducky »

I do like these clouds more, and it's good to hear they're less complicated. They still kinda have a fake look, but it's far less repetitive than the old ones. Nice work :lol:
cobra
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Post by cobra »

Update on new 0.1.5 clouds:


- Now you can have a random cloud particle 4x4 "palette" for each cloud
- Added new "grainy" clouds to look more natural
- Added simple moon (unrelated)

Now the current two types of cumulus mix together to look pretty cool. :)

The developer can put any number of texture file paths into an irr::core::array (contained in the cloud construction info) and the cloud creator will randomly select one palette.

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Josiah Hartzell
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stefbuet
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Post by stefbuet »

I found it better without noise stuff.
New version looks really better (without the noise thing :P )
Virion
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Post by Virion »

is it possible to set the height of the clouds?
cobra
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Post by cobra »

Virion: You can set the size of every cloud.

In irrWeatherManager, the default size is (0.15,0.2,0.3).

This was added by me to the cloud scene node because the original clouds were more like fog rather than clouds.

Stefbuet: The clouds with the grainy particles are meant to try to make them look more random and natural. But I want to improve that so that every cloud doesn't look the same (Some smaller, thinner clouds that are wispy would like nice, too.).

Also, the developer can make any cloud particle palette he wants (given that it is 4x4) and put those all into an array. Then the cloud generator will choose a random palette. This makes possible many, many, different kinds of clouds.
Josiah Hartzell
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Virion
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Post by Virion »

no, by height i mean the distance between the clouds and the ground. sorry for causing confusion.
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