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.
Proland terrain rendering
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Goth Zagog-Thou
- Regular

- Posts: 1582
- Joined: 06 Jan 2007, 08:08
- Location: Delta Base
Re: Proland terrain rendering
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.
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.
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Lord Apocalypse
- Regular

- Posts: 678
- Joined: 29 Jul 2009, 18:01
Re: Proland terrain rendering
true enough, though one can wish 
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Jorzi
- Regular

- Posts: 2063
- Joined: 11 Apr 2010, 00:14
Re: Proland terrain rendering
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.
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.


-insert deep philosophical statement here-