Unit tesslation?
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Unit tesslation?
I quickly read through development page on lua opengl, see nothing mentioning about unit tessellation. I notice that's it's a common graphical feature on mordern RTS such as wargame: red dragon, total war shogun 2, and I was quite surprised that it wasn't listed there. It a common way to "prettfy" the unit when the camera is zoomed in.
If this feature exit already then kindly point me to it, cause I don't see it.
If this feature exit already then kindly point me to it, cause I don't see it.
Re: Unit tesslation?
Thank you, thank you for volunteering.. its really generous
Notice how it takes games like BAR years to get all the units ingame. Now imagine how that goes, if you have twice the work?
Notice how it takes games like BAR years to get all the units ingame. Now imagine how that goes, if you have twice the work?
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Re: Unit tesslation?
There is no unit tessellation, although spring can automatically make 2D billboards of units for when you are zoomed out far.
For future reference, never say "but X game does Y!". Spring will never be able to stack up purely feature-to-feature against AAA engines or games. Spring games rely on the freedom of creativity from their developers.
For future reference, never say "but X game does Y!". Spring will never be able to stack up purely feature-to-feature against AAA engines or games. Spring games rely on the freedom of creativity from their developers.
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Re: Unit tesslation?
I never said that in the first place.luckywaldo7 wrote:There is no unit tessellation, although spring can automatically make 2D billboards of units for when you are zoomed out far.
For future reference, never say "but X game does Y!". Spring will never be able to stack up purely feature-to-feature against AAA engines or games. Spring games rely on the freedom of creativity from their developers.
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Re: Unit tesslation?
You literally talked about Wargame: Red Dragon and Total War: Shogun 2 having unit tessellation.
X = Wargame: Red Dragon, Total War: Shogun 2
Y = unit tessellation
X = Wargame: Red Dragon, Total War: Shogun 2
Y = unit tessellation
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Re: Unit tesslation?
It's called observation. I merely comment that modern rts have tessellation more frequently now these days, and I was bit surprise that engine didn't contain any support for it.luckywaldo7 wrote:You literally talked about Wargame: Red Dragon and Total War: Shogun 2 having unit tessellation.
X = Wargame: Red Dragon, Total War: Shogun 2
Y = unit tessellation
Now do I make my self clear?
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Re: Unit tesslation?
It's just fine as merely an observation. I may observe that the sun is currently setting outside my window, and I'm surprised the sky is clear and not cloudy.
I was just letting you know that it has no meaning as a supporting argument for adding a certain feature.
I was just letting you know that it has no meaning as a supporting argument for adding a certain feature.
- Silentwings
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Re: Unit tesslation?
This is because we are a small group of hobbyists with no deadlines who work when we have the free time for it . That said, you can go to the testing host and discover that all the units are now in the game (and have been for some months, although there are still tweaks to do). Of course there are other things to do, still.Notice how it takes games like BAR years to get all the units ingame.
As to tesselation in Spring, don't want to stamp on your project if you were planning to write it, but I don't see much of a need for it.
Re: Unit tesslation?
Hey, it's christmas soon. BAR release time?
- Silentwings
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- Joined: 25 Oct 2008, 00:23
Re: Unit tesslation?
No. Merry Christmas You can play chickens with it instead.
Re: Unit tesslation?
I was planning on making it a christmas turkey.
Re: Unit tesslation?
It's the second time you say this >.<
On topic: i wonder if it's hard or very hard to implement dynamic tesselation.
On topic: i wonder if it's hard or very hard to implement dynamic tesselation.
Re: Unit tesslation?
My Approach would be to use the cartoon-shadder to detect vertexes of every piece that are defining the edges (from all 6 directions.. then start dynamically remove all non edge vertexes..
The actual standard approach is to have several level of details modells and swap them by distance..
The actual standard approach is to have several level of details modells and swap them by distance..