Real-time Strategy & Water - Works in Progress

Published April 27, 2010
Advertisement
Bleh, seems I'm always tired when I post these journal entries, probably because I've been up for countless hours and it's now 9:30 AM. I have to stop working on this stuff now lol.

In the last day or so I made a lot of progress on the Real Time Strategy mode in Armored Warfare...I also got the water rendering working nicely with the GPU based terrain renderer ... I don't have the energy to type a meaningful description of the systems I've written in the last few days - but suffice to say I've coded them a few times in the past in one form or another ;-)

But yeaaa, I feel really good about this small iteration of Armored Warfare...I think I'm close to achieving the wargame I've always been trying to make. This is basically exactly how Urban Empires plays with the merging of RTS/Action modes...being able to control a huge Naval Destroyer on the ocean then zooming up to the RTS view and zooming down to control a Abrams tank on the otherside of the map in a battle for a crucial command point. Or just sitting above giving orders to all your units then zooming down to control a soldier anywhere in the game world.

Ok, enough of that - on to the screenshots. Remember this is all WIP - especially the rendering of the water, I'm reworking the lighting on that shader. I'll post an update in a few days w/ lots of new stuff.

These screenshots are only showing the water geometry and some placeholder shading ... something like "Color = (Fog * (waterColor*Reflection*ShadowingAmount))" ... there is no lighting in these screenshots.





Because the game was designed to be played from an action point of view, the Real-time Strategy aspects have very nice visual quality.





If you guys are like me, you luv teh developers work in progress stuff / wireframe / etcs ... so here we go. A lil sumtin sumtin
0 likes 5 comments

Comments

Jason Z
Very nice - I look forward to seeing some video to see how the animation looks on the water...
April 27, 2010 11:10 AM
J-Fox
The water definatly needs something to differ between water height etc. The pictures from above look way too plain. You should add some dark spots or so.
It's only a matter of minutes but will probably improve the effect greatly. You should really try that in case you didn't do it already.
April 27, 2010 03:07 PM
dgreen02
Quote:Original post by J-Fox
The water definatly needs something to differ between water height etc. The pictures from above look way too plain. You should add some dark spots or so.
It's only a matter of minutes but will probably improve the effect greatly. You should really try that in case you didn't do it already.


I have done this 100 times before, I'm in the middle of re-writing it ... I should have posted it in big red letters. :-)

These screenshots are only showing the water geometry in place and some placeholder shading ... something like "Color = (Fog * (waterColor*Reflection*ShadowingAmount))" ... there isn't even any lighting in above screenshots.

Now that I think about it - I don't think I ever posted videos/screenshots of how the water used to look :-o
April 27, 2010 03:23 PM
MarijnStevens
I just love your work. The only problem I have is that my internet speed drops BIG time if I visit your journal.. poor connection trying too download all the images :D

The wireframe image made me wonder if you use LOD geometry at all, because the world seems huge.

How much of the game do you generate ? I do know a couple of models, but for example the skydome/landscape textures, ( and the landscape data ) do you generate that data ? Or perhaps you just build some sculpting tools and save the RAW data to a file ? :D

Good luck!
April 27, 2010 05:39 PM
dgreen02
Quote:Original post by MarijnStevens
I just love your work. The only problem I have is that my internet speed drops BIG time if I visit your journal.. poor connection trying too download all the images :D

The wireframe image made me wonder if you use LOD geometry at all, because the world seems huge.

How much of the game do you generate ? I do know a couple of models, but for example the skydome/landscape textures, ( and the landscape data ) do you generate that data ? Or perhaps you just build some sculpting tools and save the RAW data to a file ? :D

Good luck!


I use full terrain geomipmapping, and many levels of detail...I'm glad you can't tell in the screenshots :-). If viewed far enough away the entire terrain can be rendered with a single 17x17 grid if necssary. I use vertex texture fetching to set the heights of the terrain lod chunks. http://www.flipcode.com/archives/article_geomipmaps.pdf

If you're looking at the screenshot w/ the red grid that is NOT a wireframe, I'm rendering the grid seperatly. If you look carefully at the first wireframe you can see the triangles getting bigger as they are further from the camera. The water culling breaks up the tiling effects though.

It's not that obvious in the screenshots, maybe I will post one of flat terrain so you can clearly see the LOD divisions.
April 27, 2010 05:46 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Advertisement