Client 2.0

Sytner

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Sep 18, 2010
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#7
All models etc implemented, only basic shaders on them for now so no transparency on trees and such.
 

Silentumx

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Sep 24, 2014
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#11
I see you updated the screenies. Nice... to what extent are you taking this?Just terrain? or buildings? NPCs? etc...

-DakkValcynJr
 

DavinFelth

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Aug 29, 2010
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#13
Sytner said:
DavinFelth said:
This is amazing Sytner. Any chance we'll ever see the source for this?
Possibly - what would you want it for?

Mainly for educational reasons... educating myself that is lol. Just really intrigued as to how one goes about creating something like this and for some reason I've always found it easier to learn when working with things I'm passionate about :D Oh and also so I can explore the world I love in such a nicer looking environment! (even if it isn't really from a gameplay POV... yet!)

Anyway, it's awesome to see you releasing some previews (and more) of your work :)
 

Sytner

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#14
Thanks :)

I can post some of the papers/lessons I used to do the more advanced lighting effects if that's of any interest.
 

Sytner

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#16
Viaron said:
Sytner said:
Thanks :)

I can post some of the papers/lessons I used to do the more advanced lighting effects if that's of any interest.
Oh you know it is. :heart:
Ok, apologies that this is just a bit of an info dump but here goes. The atmospheric scattering is based on this paper:

http://www-ljk.imag.fr/Publications/Basilic/com.lmc.publi.PUBLI_Article@11e7cdda2f7_f64b69/article.pdf

I recolour the inscattering tables using the SWG gradient textures depending on the ratio of the Rayleigh and Mie scattering coefficients in the original table values.

To do the raytracing over the terrain (for light shafts, shadowing etc) in real time, I applied the scattering as a post process and used epipolar sampling:

http://www.vis.uni-stuttgart.de/~dachsbcn/download/espmss10.pdf

Shadows are just a fairly standard cascaded shadow maps implementation:

http://developer.download.nvidia.com/SDK/10.5/opengl/src/cascaded_shadow_maps/doc/cascaded_shadow_maps.pdf

Terrain LOD is done with a variation of CDLOD which is changed to use hardware tessselation:

http://www.vertexasylum.com/downloads/cdlod/cdlod_latest.pdf

This lecture series is great for understanding the stuff in the first papers, if a little dry:

https://www.youtube.com/watch?v=k9Nz2z1jTFQ&list=PLslgisHe5tBPckSYyKoU3jEA4bqiFmNBJ
 

kinshi

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Dec 13, 2011
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#20
Sytner said:
DavinFelth said:
This is amazing Sytner. Any chance we'll ever see the source for this?
Possibly - what would you want it for?

That is an easy question to answer..to modify/adapt it in any way one wants for whatever project they see fit in the same way the Ryzom Core/NeL framework is open source and provides the full client build pipeline to all.

Not to mention having people be able to contribute to and continue the effort in the event that you get sick of working on it (not an uncommon occurance in the world of coding), and lets people open work on client support you might not be interested in (like a native Linux or a Mac port, or making it run well under WINE, or making mobile clients, etc.)

Thats a lot for one person to undertake, if they even wanted to, yet Ryzom Core is an example of how having this all open source has provided native support for Linux and Mac clients for the commercial version of the game, and the quality and capabilities of the content development tools for the NeL framework have advanced greatly due to being open sourced as well.