Darwinia-inspired landscape
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Darwinia-inspired landscape
Would it be alright if I were to create a realtime 3D terrain renderer, which looks like it was inspired by the Darwinia screenshots? If yes, I'll post screenshots here and a link when I'm done (EXE,Source). If not, I'll just keep it to myself.
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CadeF wrote:...I know, the sky is not Darwinia-ish. I'll get around to that.
Apart from that, comments? :)
...
I would even go so far as to say that the landscape is not really Darwinia-ish. Your landscape looks like a fairly smooth, curvy landscape, with a triangular grid placed upon it. In Darwinia, each triangular grid cell is a portion of a plane -- it is flat; one polygon. I don't think you had anything to worry about, really, in terms of violating copyrights, &c. As to the sky, what can you do with a blocky perlin noise routine (i.e. very large "pixels" or some such)? That might look rather neat...
xander
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Well, it kinda looks like the Future War screenshots
http://www.darwinia.co.uk/extras/development.html
http://www.darwinia.co.uk/extras/development.html
VB.NET, DirectX9 + HLSL.
To make the landscape more "triangly-shaded" and not smooth shaded,
D3DDevice.RenderState.Shademode = Flat
A simple change
Wow, all those posts really got my attention all of a sudden
Anyway, I'm going to work on the water now. More soon.
Edit, after reading the posts more carefully:
I've darkened the textures alot. The grid lines are a lot more noticble. Also, I've now started using the flat shade mode.
Perlin noise clouds - Think like Quake 1, sort of, except with an additive blend for each later.
I'm going to do Darwinia's clouds first, without the mesh grid. A simple SetTexture and I can use a noise texture on them. Some HLSL and the clouds will look like plasma, or realtime noise morphing.
For now-
To make the landscape more "triangly-shaded" and not smooth shaded,
D3DDevice.RenderState.Shademode = Flat
A simple change
Wow, all those posts really got my attention all of a sudden
Anyway, I'm going to work on the water now. More soon.
Edit, after reading the posts more carefully:
I've darkened the textures alot. The grid lines are a lot more noticble. Also, I've now started using the flat shade mode.
Perlin noise clouds - Think like Quake 1, sort of, except with an additive blend for each later.
I'm going to do Darwinia's clouds first, without the mesh grid. A simple SetTexture and I can use a noise texture on them. Some HLSL and the clouds will look like plasma, or realtime noise morphing.
For now-
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