Proland terrain rendering

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Lord Apocalypse
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Proland terrain rendering

Post by Lord Apocalypse »

Here is something sweet that would be nice to see modified for WZ.

Videos - http://forum.freegamedev.net/viewtopic.php?f=22&t=3176
Source - http://proland.inrialpes.fr/index.html

The ocean/wave and sky rendering look really nice.
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Goth Zagog-Thou
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Re: Proland terrain rendering

Post by Goth Zagog-Thou »

Oh my giddy aunt.

That looks LOVELY.

Sadly I'm not sure if this kind of realism would ever make it to Warzone without a complete rewrite of ... well, pretty much everything.
Lord Apocalypse
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Re: Proland terrain rendering

Post by Lord Apocalypse »

true enough, though one can wish ;)
Jorzi
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Re: Proland terrain rendering

Post by Jorzi »

The demo is really exciting, but I wouldn't be sure if it's suitable for games. The trees, for example, are clearly not polygon-based models, since they seem to use multiple billboards for representing volumetric data. This means, for example, that making your own models will no longer be something most people can do.

Also, it seems quite strictly specialized for a single type of rendering (i.e. single sunligt and sky, no additional lightsources).
This can be compared to something like starcraft II which has a very efficient general pupose renderer that runs on any graphics card. They actually use the same renderer for both the game and the cutscenes.
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