Realm of Rocks

Instanced Grass is parked for the minute. It works great and handles 500,000 clumps easily (start to run into memory problems after that just storing the transform for each). Anyway that’s far more than I’d ever need.

Moving on to rocks. These won’t actually use the instance renderer since I want to use that for things that don’t cast shadows and will be drawn in mega volume. I could enable shadows for it but obviously that would really slow things down.

So i’ll have large rocks that cast shadows and small fist-sized rocks that don’t which will be instanced.

I’ve got some nice rock models which only use a couple of hundred triangles.

I thought i’d add a video to give you the idea of how this all looks together.

You can add a comment here if you like or on youtube

 

End of the World

Today I’ve been working on making it possible to use the Isometric editor camera to adjust the blendmap. Here is an aerial view of the whole world (Realm).

It’s ridiculous large for a game area (to be loaded in at once anyway). This view is 50km square and takes the player model around 4 hours to run from one side to the other at a sprinting pace. Even if I hit my secret turbo key when I’m editing the game it takes a few minutes. This terrain uses a variation of the classic¬†Quadtree¬†which is what allows me to render huge quantities of triangles without killing the framerate. I’m not even using a top end card and it still easily runs at 60fps in normal game circumstances. In this aerial view it runs at 30-40fps rendering the whole world. By the time the game is finished technology will probably have moved on another generation anyway so I won’t worry too much about that for now.

The red and green represents where grass/rock or a blend of the two will be on the terrain. I can throw in blue later for something else like mud/gravel and I can use them to mean different things in different patches of the terrain (see Quadtree above) so, for example, red to mean grass in one terrain patch or snow in another.

Anyway here there aerial view coloured by the blend map: