A place for Ogre users to discuss non-Ogre subjects with friends from the community.
Thyrion
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by Thyrion » Sat Jul 12, 2014 3:24 pm
just watched some vids from new mmo's on youtube.
the grass rendering in "Black dessert" looks realy awesome.
it's realy a dense grass and it interacts with player movements.
https://www.youtube.com/watch?v=oHFro0v1mU4
the new World of Warcraft addon (WoD) has a grass interaction too.
I dont think the new grass effect is physically calculated, but animated if a player moves at the position?
anyone made that with ogre?
possible?
Klaim
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by Klaim » Sat Jul 12, 2014 3:52 pm
Black Desert (not dessert...) have a lot of awesome rendering stuffs, like the character creation is gorgeous:
https://www.youtube.com/watch?v=4TP4L1vHfpk
(and characters are normally proportionned)
Thyrion
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by Thyrion » Sat Jul 12, 2014 6:31 pm
but dessert is more delicious
cybereality
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by cybereality » Sat Jul 12, 2014 10:48 pm
That character creation editor is on another level. Amazing!
areay
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by areay » Fri Jul 25, 2014 2:16 am
If you wanted to do the grass-affected-by-player stuff like in that vid then you could take a look at this post from Oogst
http://www.ogre3d.org/forums/viewtopic.php?f=11&t=73580 In it, the player's proximity to snow causes it to melt.
Assuming that grass is added in using a texture blend-map, you'd bind in another texture which would be a 'vector field' containing the player's position and heading then per grass vertex calculate deformation (just strong wind really) based on this.
EricB
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by EricB » Wed Oct 22, 2014 5:51 pm
The only problem, it's a f2p korean mmo... Which means it'll look very pretty but the gameplay will be crap.
I wish I could steal some of their artist!
Kojack
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by Kojack » Sat Oct 25, 2014 2:08 pm
There's a great presentation on how grass rendering is done in the game Grid here:
http://blog.codemasters.com/wp-content/ ... osport.pdf
Very interesting stuff, such as using a null pointer for the vertex buffer so the vertex ID can procedurally generate grass billboards in the vertex shader. They also do an orthographic overhead render of the terrain with player camera culling to calculate where grass could be, spawning billboards on the pixels.
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by Kenshido » Thu Oct 30, 2014 12:57 pm
Simple grass animation, but for just one object:
[youtube]ngh7N4hK97o[/youtube]
Thyrion
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by Thyrion » Thu Oct 30, 2014 7:12 pm
nice FPS drop.
in one of your last screenshots i could see unbeleavable 200-400 FPS with multiple sinbads and terrain...
http://www.ogre3d.org/forums/viewtopic. ... 61#p510661
grass looks good.
ah ... at the second look i see the interaction ....
getting jealous
Kenshido
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by Kenshido » Thu Oct 30, 2014 7:39 pm
No fps drop! Just intel i5 integrated video vs asus gtx660