Playgrounds

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8 comments, last by GameDev.net 11 years, 9 months ago
A few shots from my platformer / space-shooter demo

This shows some of my recent attempts at procedural content creation; generated with terrain, tree, grass, rail-road and rock tools.

I've also found it useful to automate the offline process of creating shaders, samplers, state and input-layout objects etc. These are constructed directly from meshes' materials as I define them in the modeler I use, so apart from some custom vertex transformations I have little shader code to write.

The main runtime uses an old-fashioned forward renderer. This still works best with anti-aliasing and lit alpha blended objects and because I do some additional light culling on the gpu it can still render a handful of lights.



Click here to view the iotd
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Very nice! Could you explain what we're seeing in the second picture of the additional pics (the grey one)?
Nice! Some specifics? Language? API? Tools? Inquisitive minds and all that :)
EDIT: Never mind, found that you already filled out all those details. Well, carry on then! cool.gif
"I will personally burn everything I've made to the fucking ground if I think I can catch them in the flames."
~ Gabe
"I don't mean to rush you but you are keeping two civilizations waiting!"
~ Cavil, BSG.
"If it's really important to you that other people follow your True Brace Style, it just indicates you're inexperienced. Go find something productive to do."
[size=2]~ Bregma

"Well, you're not alone.


There's a club for people like that. It's called Everybody and we meet at the bar[size=2].

"

[size=2]~

[size=1]Antheus
Looks great! Detailed and colourful environments.

How did you created the vegetation?
Wow. Pretty.
Gorgeous.
[TheUnbeliever]
Thank you for your comments.


The second picture is the convex representation of the first. What's used to do collision detection.

I use a system that lets you assign a group of objects (like a few strands of grass) as the surface property of another base-object. The grass then gets duplicated all over the base material's surface. Because it's a material property I can use standard uv-mapped textures to modulate the grass' behavior. Like a simple grayscale texture or a normal-map to define growth density and direction.
What do you do to make the grass look so natural? That's what I've never understood: how artists can make make something appear naturally random, yet perfect-looking.
hey is there an exe somewhere or a website?
Very nice! What is grow tool mentioned in tools used section?

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