Water rendering - Page 2

Water rendering

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Argh
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Post by Argh »

That's really fricking cool. Is it just me, or is it actually subdividing the water surface on-the-fly as it runs the shader?

Looks like it's adding considerably to the polycount of the scene as it goes, with the big waves where it's raising the "water level" as the waves come in.

Overall, though, I'm glad I'm upgrading from my 6600GT soon... that makes me want to build an ocean-war mod, with the framerate to enjoy it :-)
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wizard8873
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Post by wizard8873 »

amazing. cant wait to see it in game. for all those below a 6600GT, theyre selling around $120 and the new 7600's are out today and the 7600GT's are right around $200. some are below and some are a little over. as asked earlier, will this use the CPU as well or will it be mainly GPU dependent for all the calcs?
SJ
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Post by SJ »

Hm im not sure if it will work on a 6600 yet, probably will need a 6800. The reason that its nvidia only is that I use an nvidia extension for reading textures in vertex shader although i might fix it if i ever get an ATI card that can do that.
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AF
AI Developer
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Post by AF »

Image

I saw someone had put that on fileuvnierse and thought it relevant.

Weapons affecting the water like that would add a real emphasis and atmosphere to naval battles, even if it's only on high end games.

Could we see an example on a map with prettier water such as fortress? I find of all water shots I've taken the prettiest where on that map...
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jcnossen
Former Engine Dev
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Post by jcnossen »

Hm im not sure if it will work on a 6600 yet, probably will need a 6800. The reason that its nvidia only is that I use an nvidia extension for reading textures in vertex shader although i might fix it if i ever get an ATI card that can do that.
That is supported in shader model 3 as well, so if you could write a version using GL_ARB_shading_language (if you're not using this already), then the ATI x1600 and x1800 can use it too.

Not that I really mind, my 6800 GS will have no problems with it anyway :D
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robed
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Post by robed »

High end, Bah. perty, bah! How about getting this gamne to work on a P2 you paid $35 for because it came with a HD, and the HD was all you really wanted, but it has boot from network BIOS support and you want to run a lan party with the 5 of these P2s you bought? Hummm? how about that d: now that would be glorific d:
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SinbadEV
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Post by SinbadEV »

Uhm... you can play the Orriginal TA on that computer and get exactly what your looking for robed... don't hamper progress... though aiming past the feasable capabilities of 90% of your userbase is a little dumb... if we are making an engine desinged for making pretty screenshots, go ahead and add it...
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robed
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Post by robed »

Dam you sinbad, I'mah just not fix your button bug for you then ;p
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SinbadEV
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Post by SinbadEV »

Hey!!!

I conceed that making it work on a crappy comnputer is worth doing... as I have one I need it :P

However... you have to admit that the water video is pretty...
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robed
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Post by robed »

Ok, ok, the water picture is keul, the video i have yet to see, but I'm sure it's keul too...

FYI for people who arn't sinbadev... I like to flame, and I play my games at highest resolution with lowest settings... infact, i log a fair amount of time on mangband and angband (ascii based RPG, ie: a kobalt is a moving 'k').

And I'mah fix your button problem today sinbad, i'm coming over for dinner tonight ;p
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SinbadEV
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Post by SinbadEV »

I love hijacking threads to discuss dinner plans...
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robed
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Post by robed »

lol, we should make a thread in off topic and chat, or something... ;p
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robed
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Post by robed »

Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Does the movement of water effect the ships? As in, if a shell explodes in water, and creates a large amount of waves, do the ships in the nearby vicinity now rock up and down?

... This would be extremely cool; but it could also cause difficulties, where a person with the nifty water enabled would have their ships in a different spot to a player who cannot run the nifty water...
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Das Bruce
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Post by Das Bruce »

Well if it just made the model rock/rotate zsinj but left the ground(sea?) plate and sphere where they were it wouldn't cause any problems.
SJ
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Post by SJ »

No since all computers must run a synced game and not everyone will be able to run with these effects on it cant affect the simulation although I guess one could do something that shows the ship in another position then it really is but that just feels like to much trouble (and would create strange artifacts like projectiles comming from somewhat different positions than the gun etc).
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Das Bruce
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Post by Das Bruce »

Bugger.
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smoth
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Post by smoth »

Das Bruce wrote:Well if it just made the model rock/rotate zsinj but left the ground(sea?) plate and sphere where they were it wouldn't cause any problems.
you can add a script to make the ship rock back a littl from shots if you really wanted.
Warlord Zsinj
Imperial Winter Developer
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Post by Warlord Zsinj »

Another potential solution is to run the ship displacement seperately to the water rendering, so that if an explosion hit near a ship, both players would see the ship bob up and down; but only the player with the distorted water will see the water as pushing that ship up and down.
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robed
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Post by robed »

Why not simply move the ships model, for people with this on, and then have the model quickly come back towards it's real collition sphere. The model has litle to do with the collition sphere, and a 'float offsetWithKrazyWaterX' and Y variable could be used to offset the models drawn position without changing the simulator's position of the ship.

If not though, bobbing would be nice. Make it an option though, to turn on bobbing... Otherwise I'll have to make it an option to get the app to run at more then 7 FPS on my computer ;p
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