I meant to say, "When they aren't in LOS." Sorry about that.Forboding Angel wrote:We are talking fullbright (mapbright anyway) trees and grass when you aren't looking at them.
LOS
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- Forboding Angel
- Evolution RTS Developer
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Re: LOS
- Forboding Angel
- Evolution RTS Developer
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- Joined: 17 Nov 2005, 02:43
Re: LOS
You have it backwards. Gadget is better looking, but slower. Interferes with mapfog (which autohosts don't use anyway).gajop wrote:what's the map fog effect?
why is the engine version better looking (i.e why is the gadget version limited), and how much faster is it?
without knowing the details, I'd rather have the LOS effect in the engine as it fits the description of being "something that a majority of RTS games have and is complex enough that they shouldn't have to implement it"
would it be possible to somehow mix the two, i.e by providing engine rendering, thus gaining speed and a larger variety of effects, but still having some sort of control and customization - expose a lua interface content devs can use
Gadget version isn't limited in any meaningful way, engine version is.
Re: LOS
I'm reading this summary:
- Better looking effects (like desaturation, hue shifts, etc)
- Faster
thus those things can easily be seen as "cons" for the
2) (GADGET)
- Worse looking effects (like no desaturation, hue shifts, etc.)
- Slower
1) (ENGINE) is:1. Through the terrain shader (previous attempt)
Pros:
- Faster
- Better looking effects (like desaturation, hue shifts, etc)
Cons:
- Static and hard to modify (because its engine shader, hard to plug new things into it)
- only effects terrain
2. Through a depth shader gadget as shown here
Pros:
- Each mod can easily customize the way it looks
- No significant engine code needed
- Effects everything (map, grass, water surface, features)
- Allows map border fog
Cons:
- Slower
- limited set of effects (basically a transparent image overlay)
- will interact badly with map fog effect
- Better looking effects (like desaturation, hue shifts, etc)
- Faster
thus those things can easily be seen as "cons" for the
2) (GADGET)
- Worse looking effects (like no desaturation, hue shifts, etc.)
- Slower
- Forboding Angel
- Evolution RTS Developer
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Re: LOS
I'm not sure how lack of desaturation and hue shifts counts as "worse looking".
Re: LOS
*grumble* you need to figure out better wording otherwise !better=worse *grumble*
still, have you measured the speed difference?
still, have you measured the speed difference?
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Re: LOS
Any update on this? The pictures in the first post look awesome and i think it would add a whole new level of detail to the engine if fog of war was available.
Re: LOS
Updated to add demo video (the static noise does not encode well on youtube)
http://www.youtube.com/watch?v=CzN5ZR8a ... e=youtu.be
http://www.youtube.com/watch?v=CzN5ZR8a ... e=youtu.be
- bobthedinosaur
- Blood & Steel Developer
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Re: LOS
on discussing for adoption: why cant mod options tell the engine when to use it or not. that way if they have a better alternative that fits the game/mod then they can provide it.
Last edited by bobthedinosaur on 30 May 2012, 22:12, edited 1 time in total.
- bobthedinosaur
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Re: LOS
nvm then :p
- Forboding Angel
- Evolution RTS Developer
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Re: LOS
So is this a go in v89?
Re: LOS
After lots of tweaking and testing last night, I realized that two importatnt things are missing from my implementation:
Lack of minimap renderin support.
No sonar maps, which puts enderwater in a qwuite noisy environment.
The depth buffer does not get depth values for the water surface, but for the groud below, whch nakes this ugly for deep water.
So most likely no
Lack of minimap renderin support.
No sonar maps, which puts enderwater in a qwuite noisy environment.
The depth buffer does not get depth values for the water surface, but for the groud below, whch nakes this ugly for deep water.
So most likely no

Re: LOS
This is easy to solveBeherith wrote:The depth buffer does not get depth values for the water surface, but for the groud below, whch nakes this ugly for deep water.
edit:
Code: Select all
worldPos -= camDir * (worldPos.y / camDir.y);
Last edited by jK on 31 May 2012, 17:23, edited 1 time in total.
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Re: LOS
Don't you worry, just keep on working on it and release it when it is ready. Just wanted to check this will not be vapourware.Beherith wrote:No significant progress was made, sorry I only have a limited amount of energy and BAR is taking all of it, this thing got bumped down too low on the priority list. Ill try to make a best effort to get it included in .89
What comes to the video you posted, i almost jizzed in my pants

The only thing i am not sure about is the "static". Seems to me it would be nervous to have something flickering all the time like that. But as you said it might be a totally different experience when seen in-game.
ps. what are the odds that the two things in spring i am looking forward to most are being worked by the same guy :D mad props!
- Forboding Angel
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Re: LOS
Behe, just treat sonar like los wrt the fuzz. Because, that's what spring does. You cannot have los without sonar, and underwater, los does nothing and sonar does everything. It's actually very strangely laid out.
Re: LOS
I was gonna mention something about that, that's another big flaw in spring. Sonar should be treated like underwater radar and not like LOS.Forboding Angel wrote:Behe, just treat sonar like los wrt the fuzz. Because, that's what spring does. You cannot have los without sonar, and underwater, los does nothing and sonar does everything. It's actually very strangely laid out.