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Author Topic: My vegetation system and culling  (Read 1156 times)

« on: July 16, 2013, 06:25:47 AM »
http://youtu.be/D-FKxYyzth8

I system i working on to allow the user to easily create vegetation, rocks or any environment object and control the amount used and where they are placed on the map.

This shows my god awful grass(i know) placed for now at random on the map and being culled at a radius, with the first 10% of the radius controlling a scaling transform (i wanted to us alpha but i have an ocean script is using it so i guess it would of killed my machine) but if anyone knows how i love to hear. My pc isnt great with 512 of video ram, and 2gb system but my frame rate seems ok and ive yet to implement a grid system for the culling.

fourdee

« Reply #1 on: July 16, 2013, 08:07:34 AM »
great example of culling optimizations. Good job, looks pretty solid.
« Reply #2 on: July 16, 2013, 08:42:54 AM »
Thanks when i get it all up and running ill post the code and resources.........     that's be sometime in 2018  ;D
« Reply #3 on: July 22, 2013, 01:16:27 AM »
http://youtu.be/UUTJQZFXKRc

Version 2 of the culling system, hopefully version 3 will have the complete system with up to 1000 imposters per view and the environment application as an addon to 3drad.

Work in progress: vegetation mapping program

BorekS

« Reply #4 on: July 22, 2013, 02:09:20 AM »
yum  :)

well, just... I dont wanna to disappoint you, but 38 fps isnt any win. in case you will add to the scene another objects, it will be much whorse.

in case it is a 3drad project  ;D

what I wanna to say is with 3drad you can do lot of great looking things, but they will be not usable as a real game. the 3drad engine is brutal, brutal slow.
« Reply #5 on: July 22, 2013, 02:41:54 AM »
Oh im 100% with you there. Having grass and nothing else at 38fps is basically a park walking simulation, the end product im looking for is the placing and the culling to be automated and adjustable. So you can adjust the vegetation to suit your game, im on 2gb ram 512mb video ram 2.1ghz proc so im low on specs which is good for this test.
I will be running it on a higher spec later though.
Im guessing practical vegetation is sporadic and not total coverage say 250 to 300 per culled scene (wild guess), but thats where the environment mapping system comes in ;)
« Reply #6 on: July 22, 2013, 10:10:08 AM »
Looks neat Michael, although I'm old school and still place all that stuff by hand xD

Based on your system specs I'd say that you can handle 10,000 - 12,000 (15k max) poly's per scene before your framerate gets too choppy, but don't listen to them.  38 FPS IS NOT BAD.  Just because people are used to perfect 60 fps Call of duty on their XBox does NOT mean that it is a standard.  And if you're getting 38 FPS on your system now, anyone that has specs higher than that will be able to handle more, so your game will be more accessable :)
« Reply #7 on: July 22, 2013, 10:18:41 PM »
Looks neat Michael, although I'm old school and still place all that stuff by hand xD

Based on your system specs I'd say that you can handle 10,000 - 12,000 (15k max) poly's per scene before your framerate gets too choppy, but don't listen to them.  38 FPS IS NOT BAD.  Just because people are used to perfect 60 fps Call of duty on their XBox does NOT mean that it is a standard.  And if you're getting 38 FPS on your system now, anyone that has specs higher than that will be able to handle more, so your game will be more accessable :)

Yeah sure, thats my reasoning for not using a higher spec for the test.
« Reply #8 on: July 22, 2013, 10:24:18 PM »
If you need some testing done i could give you the fps on my pc.

2.5 quad core
8gb ram
and i think 1gb graphics might be little less
« Reply #9 on: July 22, 2013, 11:15:35 PM »
At the moment the 3000 are in the culling loop script, as seen in the movie clip, im just implementing a structure to the placing of the objects so i have a defined range for the loop dependent on where on the map you are at any one time, once i have that done ill post it up and you can see what kind of performance you get.
« Reply #10 on: July 23, 2013, 06:36:41 AM »
I dunno if this was said already but I'm asking anyway.  How many poly's is one of those grass objects?
« Reply #11 on: July 23, 2013, 06:41:38 AM »
Looking very neat so far Michael.

very interested by the Vegetation mapping software pic you showed - is that something the community here will be able to have a play with?  ;)
« Reply #12 on: July 23, 2013, 06:53:49 AM »
yum  :)

well, just... I dont wanna to disappoint you, but 38 fps isnt any win. in case you will add to the scene another objects, it will be much whorse.

in case it is a 3drad project  ;D

what I wanna to say is with 3drad you can do lot of great looking things, but they will be not usable as a real game. the 3drad engine is brutal, brutal slow.
In the description it says hes running on internal graphics... which is crap as anything and not to be offensive but ur pc is really bad man.. no wonder ur FPS is terrible..
Yeah.. I'm back, momentarily... been busy with the minecraft business over at http://www.harsworld.com/
« Reply #13 on: July 23, 2013, 07:07:42 AM »
Quote
In the description it says hes running on internal graphics... which is crap as anything and not to be offensive but ur pc is really bad man.. no wonder ur FPS is terrible..

if it'll work on a low performance machine, then it'll fly on a hi-perf machine...

nice work Michael...


--Mike
« Reply #14 on: July 23, 2013, 07:15:47 PM »
Yeah har wtf, way to bring somebody down.  Usually someone with onboard chipsets can only afford the PC they have and cant upgrade it for financial reasons.  Sheesh, you'd think its a federal crime to own a slower machine these days >_>

The idea here isn't to bash his shit but rather help him optimize it so he can get that system working well for everyone's machine.
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