dynamic map (lighting)

dynamic map (lighting)

Requests for features in the spring code.

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AleMaxx
Posts: 3
Joined: 11 Aug 2009, 23:51

dynamic map (lighting)

Post by AleMaxx »

Hello,

I read the SpringEngineTODO and it was suggested to implement light emitting units (LEUs ;-)) which would be quite cool but thats not what I want talk about here. By dynamic map lighting I am referring to something like cloud shadows moving on the ground like seen in C&C generals. I think this might contribute to "dense atmosphere". It maybe done by blending another texture, projecting coordinates in to the x-z-plane and adding some constant increment/velocity to the u,vs. But I am far from being an expert. What do you think?

Regards
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: dynamic map (lighting)

Post by Master-Athmos »

Well actually writing the shader that would do just this should be quite easy - making it "applyable" to the terrain probably is not (I don't know the latest developments around the recent map format though). Might be a good feature for the hopefully upcoming format SM3 though...
AleMaxx
Posts: 3
Joined: 11 Aug 2009, 23:51

Re: dynamic map (lighting)

Post by AleMaxx »

Yes, writing or integrating it into a pixelshader is what I had in mind. Ive got an ancient gfx card which does not handle blending more then 3 or 4 textures iirc but hopefully opengl offers emulation options. Adding another layer for a static precalculated lightmap may further enhance the map-look. I just downloaded the spring source and build the documentation, so lets see.

edit: just found "terrain::Lightmap" so that seems to be present
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: dynamic map (lighting)

Post by MidKnight »

I'd very much like to see a feature like this implemented, I believe that the concept is called a 'cloud shadowmap' or something of that sort. I may be wrong, don't quote me. :P

Atmospheric effects like this and sunbeams are very beneficial for many games using the engine, and I wish you good luck. Hopefully an engine dev will be with you shortly, they as a bunch are very knowledgeable and will probably be able to help you with any problems you may encounter. :-)
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Beherith
Posts: 5145
Joined: 26 Oct 2007, 16:21

Re: dynamic map (lighting)

Post by Beherith »

I might be completely wrong here, but I recall lightmap only being recalculated if the terrain changes, because its an expensive thing to do, and the sun is static in spring.
AleMaxx
Posts: 3
Joined: 11 Aug 2009, 23:51

Re: dynamic map (lighting)

Post by AleMaxx »

Yes, I think you are right but what I really meant is shadows that are moving on the ground as if there were clouds in the sky moving over the terrain. I had a look at the SM3 specs (http://springrts.com/wiki/SM3_Map_Format) and it seems like you can specify a texture to be blended globally over the terrain so only a way to animate this is missing. I guess animated png/gifs wont work :mrgreen: .
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MidKnight
Posts: 2652
Joined: 10 Sep 2008, 03:11

Re: dynamic map (lighting)

Post by MidKnight »

SM3 is a broken, discontinued format. Just so you know. :P
Master-Athmos
Posts: 916
Joined: 27 Jun 2009, 01:32

Re: dynamic map (lighting)

Post by Master-Athmos »

It actually is not...
http://springrts.com/phpbb/viewtopic.php?f=12&t=19309

It just would need someone fixing the remaining issues. Kloot made a leap towards that point...
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: dynamic map (lighting)

Post by very_bad_soldier »

AFAIK jcnossen stopped working on it when he realized the current implementation has some fundamental flaws and he would have fixed it if it were just some minor problems to solve.
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REVENGE
Posts: 2382
Joined: 24 Aug 2006, 06:13

Re: dynamic map (lighting)

Post by REVENGE »

very_bad_soldier wrote:AFAIK jcnossen stopped working on it when he realized the current implementation has some fundamental flaws and he would have fixed it if it were just some minor problems to solve.
The majorfly flawed code is being overhauled, iirc.
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very_bad_soldier
Posts: 1397
Joined: 20 Feb 2007, 01:10

Re: dynamic map (lighting)

Post by very_bad_soldier »

Would be awesome, I would give my left arm for pretty terrain rendering :mrgreen:
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CarRepairer
Cursed Zero-K Developer
Posts: 3359
Joined: 07 Nov 2007, 21:48

Re: dynamic map (lighting)

Post by CarRepairer »

very_bad_soldier wrote:Would be awesome, I would give my left arm for pretty terrain rendering :mrgreen:
Great, I'd give two of my four cpu cores for more fps.
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: dynamic map (lighting)

Post by Caydr »

That's easy, get a dual core but faster CPU. Just tell some guy you'll trade him his dual core for your quad core, but make sure he's not a real geek or he'll say "a quad core? What kind of nub puts a slower quad-core in when they could have a faster dual-core?"

Mine's running at 3.6 ghz, 39 degrees idle. Just thought I'd throw that out there. (it's awesome)
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Re: dynamic map (lighting)

Post by Peet »

What cooler?
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Caydr
Omnidouche
Posts: 7179
Joined: 16 Oct 2004, 19:40

Re: dynamic map (lighting)

Post by Caydr »

Uhhh...

this one:
http://www.hardocp.com/article/2007/11/ ... up_0407/11

with two of these fans clipped on (does not come with its own fans):
http://www.arctic-cooling.com/catalog/p ... 68&mID=144

And 5 more of the above fan mounted at various locations in this case:
http://www.antec.com/Believe_it/product.php?id=NQ==

with mx-2 thermal paste:
http://www.hardocp.com/article/2009/04/ ... out_q209/2

But I was a bit misleading when I simply said it was 3.6 ghz, I actually have a 3.0 ghz E8400 overclocked to 3.6 ghz:
http://processorfinder.intel.com/detail ... Spec=SLAPL

The important difference between the E8xxx and E6xxx lines is, the 8xxx is a 45 nm chip. So all the awesomeness about the i7 running so cool applies here too. The smaller size also equates to a good performance increase over what you'd get at similar speeds on a 65 nm core. Also I've got the FSB at 1600, so everything is just... silk. Another contributor to it running so cool is that the PSU is in a blocked-off compartment in the under-side of the case, so all the heat it generates gets removed from the case without having a chance to heat everything else up.

My computer can singlehandedly defeat Russia if they get any funny ideas about our arctic sovereignty again.

The fans essentially run silent. And any noise that does exist is completely blocked by the case's steel/plastic/steel construction.

Total cost: $400 including taxes and shipping, brand-new. I win at comparison shopping.

It is basically on par with water-cooling but virtually silent. Is it OK to like your computer more than your friends?
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Pressure Line
Posts: 2283
Joined: 21 May 2007, 02:09

Re: dynamic map (lighting)

Post by Pressure Line »

Caydr wrote:Uhhh...

...Is it OK to like your computer more than your friends?
Depends on your friends. But in most cases, the answer is yes.
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