It's all in your head, Part 8

The only place you'll ever hear the truth
User avatar
dudecon
level0
Posts: 6
Joined: Thu Jun 14, 2007 9:38 pm
Contact:

Postby dudecon » Mon Jan 28, 2008 5:51 pm

Well, I'm not a software developer either, but I had a thought, or two.
First: It seems that a lot of polys are being tied up in all the tiny buildings off in the distance. Could the LOD be scaled back even furthur in the distance, converting whole blocks of lots into a single 'building'?
For example, a block has lots filled with one or two story buildings. When the block is far away, it is rendered as a single object with a height equal to the average of the heights of the buildings. That way the skyline won't change much when you get close, but you save a lot on the haze of buildings around the periphery.

Second: Could the LOD of a building be weighted to its size, or even a random weight, as well as the distance from the camera? That way the "dividing line" is spread out, causing (perhaps) less distraction.
User avatar
jelco
level5
level5
Posts: 6018
Joined: Sat Feb 18, 2006 7:45 am
Location: Cygnus X-1
Contact:

Postby jelco » Mon Jan 28, 2008 6:08 pm

Cool! My guess is that Subversion will be another Defcon, but with an even better strategic zoom than SupCom, so that you can see every single detail of the cities you nuke. :P

Seriously though, it's starting to look very ambitious indeed. Especially the "totally uncompromising in it's requirements" part sound very good. :wink:

I must say I'm a little ashamed of myself for something that happened a few weeks ago. I started working with the Subversion system about 6 weeks ago, and used it so much in two weeks time that I was wondering for a while what the name Subversion was doing in an IV blog...

Jelco
"The ships hung in the sky much the same way that bricks don't."
- Douglas Adams
User avatar
prophile
level5
level5
Posts: 1541
Joined: Fri Feb 18, 2005 4:17 pm
Location: Southampton, UK
Contact:

Postby prophile » Mon Jan 28, 2008 7:29 pm

I hope very much that you're not rendering that in immediate mode.

EDIT: 1337st post!
User avatar
Montyphy
level5
level5
Posts: 6745
Joined: Tue Apr 19, 2005 2:28 pm
Location: London, England

Re: It's all in your head, Part 8

Postby Montyphy » Mon Jan 28, 2008 9:27 pm

Chris wrote:The Game.
Uplink help: Check out the Guide or FAQ.
Latest Uplink patch is v1.55.
User avatar
shinygerbil
level5
level5
Posts: 4667
Joined: Wed Dec 22, 2004 10:14 pm
Location: Out, finding my own food. Also, doing the shinyBonsai Manoeuvre(tm)
Contact:

Postby shinygerbil » Mon Jan 28, 2008 9:30 pm

prophile wrote:I hope very much that you're not rendering that in immediate mode.

EDIT: 1337st post!


So if you never post again, it's win-win for all of us. ;)
Here is my signature. Make of it what you will.
Image
User avatar
NeoThermic
Introversion Staff
Introversion Staff
Posts: 6253
Joined: Sat Mar 02, 2002 10:55 am
Location: ::1
Contact:

Postby NeoThermic » Mon Jan 28, 2008 9:33 pm

prophile wrote:I hope very much that you're not rendering that in immediate mode.

EDIT: 1337st post!


The second screenshot contains a faded menu on the left at the bottom. Altering it in Photoshop shows one of the menu items to say "Display List Ca{something}". So I'd wager it is being rendered as a display list.

NeoThermic
User avatar
jelco
level5
level5
Posts: 6018
Joined: Sat Feb 18, 2006 7:45 am
Location: Cygnus X-1
Contact:

Postby jelco » Mon Jan 28, 2008 9:50 pm

But altering it in Photoshop makes it possible to put virtually anything in that menu, so I doubt that's real proof. :P

Jelco
"The ships hung in the sky much the same way that bricks don't."

- Douglas Adams
User avatar
NeoThermic
Introversion Staff
Introversion Staff
Posts: 6253
Joined: Sat Mar 02, 2002 10:55 am
Location: ::1
Contact:

Postby NeoThermic » Mon Jan 28, 2008 9:56 pm

jelco the galactaboy wrote:But altering it in Photoshop makes it possible to put virtually anything in that menu, so I doubt that's real proof. :P

Jelco


Raising the brightness/contrast, you ninny! :P

NeoThermic
User avatar
shinygerbil
level5
level5
Posts: 4667
Joined: Wed Dec 22, 2004 10:14 pm
Location: Out, finding my own food. Also, doing the shinyBonsai Manoeuvre(tm)
Contact:

Postby shinygerbil » Mon Jan 28, 2008 11:36 pm

I could read it without opening it in Photosh--The GIMP. :D

edit: NeoThermic, I want strikethrough support!
omicron1
level0
Posts: 4
Joined: Sat Jul 28, 2007 9:21 pm

Postby omicron1 » Tue Jan 29, 2008 6:56 am

Procedural generation is the overlooked phenomenon of the gaming industry, to say the least. I just thought, for some reason, of a completely procedural GTA. With Darwinians instead of people - maybe 20 years after the Sepulveda incident, the DWs have managed to create a modern civilization. Calling in Air Strikes over a virtual Manhattan... hmm...


Maybe you could do procedural generation for more than the city and buildings - say, countries. Continents. Planets. Star systems. Galaxies. The universe.

Such a fun topic. And such an amazing project. Bravo - I only hope I can eventually be as good as you guys are.
User avatar
jelco
level5
level5
Posts: 6018
Joined: Sat Feb 18, 2006 7:45 am
Location: Cygnus X-1
Contact:

Postby jelco » Tue Jan 29, 2008 6:11 pm

NeoThermic wrote:Raising the brightness/contrast, you ninny! :P

NeoThermic


...

Jelco
"The ships hung in the sky much the same way that bricks don't."

- Douglas Adams
User avatar
Kadayi
level1
level1
Posts: 40
Joined: Sun Jan 28, 2007 11:37 am

Postby Kadayi » Tue Jan 29, 2008 6:11 pm

As someone who knows a thing or two about Urban design I have to say, that that's a pretty good looking City you've got going on there. Just the right mix of Urban & Green spaces. Bravo.

Regarding the LoD I'd say you need to go down the gradient fade route that someone earlier mentioned, both in terms of detail and saturation. It's rare except after a good thunderstorm has cleared the atmosphere that you see things at distance with any degree of clarity.
mmustapic
level0
Posts: 1
Joined: Tue Jan 29, 2008 3:38 pm

Re: It's all in your head, Part 8

Postby mmustapic » Tue Jan 29, 2008 7:00 pm

Chris wrote:I’ve started work on a basic Level Of Detail system to try to render distant buildings at lower details, but it currently suffers from the same problem all LOD systems fail to hide : your eye is constantly drawn to the dividing line between high detail and low, and you see things popping between the two, which looks naff.


You could use some kind of image blending between high-res and low-res sections to avoid obvious popping. The Jonathan Blow articles "Unified Rendering Level-of-Detail" explain the technique (although it is a per-object LOD, and you have a whole city. Maybe per-block LOD...).

http://number-none.com/product/

reagrds,

Marco
drakfyre
level1
level1
Posts: 10
Joined: Sun Jun 06, 2004 12:39 am

Postby drakfyre » Wed Jan 30, 2008 8:51 am

omicron1 wrote:Maybe you could do procedural generation for more than the city and buildings - say, countries. Continents. Planets. Star systems. Galaxies. The universe.


http://www.spore.com/
User avatar
xander
level5
level5
Posts: 16867
Joined: Thu Oct 21, 2004 11:41 pm
Location: Riverside, CA, USA
Contact:

Postby xander » Sat Feb 02, 2008 5:28 pm

And now this blog post has been picked up by Rock, Paper, Shotgun. Yay!

xander

Return to “Introversion Blog”

Who is online

Users browsing this forum: Bing [Bot] and 1 guest