Eeeew, my grass looks like ****
well i tried it and billboards look pretty good so far. getting a reasonable frame rate anyway.
shame the distant ones are black instead of fading out.
download here
if you change some parameters and want to regenerate the grass, just delete the files out of /grass/ and they'll be recreated next time you start
shame the distant ones are black instead of fading out.
download here
if you change some parameters and want to regenerate the grass, just delete the files out of /grass/ and they'll be recreated next time you start
what you've got there is a 10x10 grid of grass nodes, each one contains a particle system. turn debug data on to see whats going on.
it will only calculate particles if its near to the screen, and it will only draw particles that are within a certain range. what it needs next is a daddy node that spawns and destroys grass nodes as the camera moves around. there's no need for 100 grass nodes, a 3x3 grid around the camera at all times would be good for seamless worlds.
I think this calls for some showing off in the project announcements forum!
it will only calculate particles if its near to the screen, and it will only draw particles that are within a certain range. what it needs next is a daddy node that spawns and destroys grass nodes as the camera moves around. there's no need for 100 grass nodes, a 3x3 grid around the camera at all times would be good for seamless worlds.
I think this calls for some showing off in the project announcements forum!
thats my 'wind' example. I've made a function that will (one day) provide the wind speed at a given position and time, but i'm crap at fancy wave-like movement.
download from here instead for *slightly* better wind (still doesnt use time)
http://gdlib.net/index.php?name=Downloa ... ails&id=64
download from here instead for *slightly* better wind (still doesnt use time)
http://gdlib.net/index.php?name=Downloa ... ails&id=64
Nice, Very similar technique to parts of what's described in a GPU Gems 2 article
You do a lot of programming? Really? I try to get some in, but the debugging keeps me pretty busy.
Crucible of Stars
Crucible of Stars
Dug out this old link from an OGRE shot:
http://img180.imageshack.us/my.php?image=grassy25na.jpg
Generally a star-shaped geometry approach with height variations, normals that face upward for lighting and shaders for waving. You could implement the same in Irrlicht, OGRE has a demo of this IIRC if you want to see it in action.
http://img180.imageshack.us/my.php?image=grassy25na.jpg
Generally a star-shaped geometry approach with height variations, normals that face upward for lighting and shaders for waving. You could implement the same in Irrlicht, OGRE has a demo of this IIRC if you want to see it in action.