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Vegetation Demo


Josh

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I'm really happy to see all the great and scary games coming out for the Halloween Game Tournament. I have something of my own to share with you.

 

The Leadwerks 3 vegetation system is a groundbreaking new technology. All vegetation instances are procedural and dynamically placed, so that physics and rendering of any amount of instances can occur with zero memory usage. This demo proves that the idea actually works!

 

This demo shows the new Leadwerks Game Engine 3 vegetation system in action. It uses three vegetation layers for trees, brushes, and dense grass. Without any adjustment of vegetation settings for different hardware, I am getting the following results:

  • NVidia GEForce GTX 780: 301 FPS
  • AMD Radeon R9 290: 142 FPS
  • Intel HD Graphics 400: 15 FPS

 

The view distances can be further adjusted to make the system run faster on low-end hardware.

 

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Good work. This is similar to a university real time engine.

 

Is the location of the individual vegetation generated when the world is created? Or when a player enters a zone? Or distance from camera?

I ask this because how is this going to work with multi player. Because if it is zone or distance. The placement of vegetation would be dynamic for the first player in that area. Then you would have to do some sort of a placement algorithm check based on which player was there first for each player that comes and goes while there are other players there. Right?

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It is looking very good! I am getting 50+ fps on my GeForce GTX 960M. I noticed that trees collision shapes seem to be to wide but maybe that has to do with the camera collision?

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70+ in grass to 300+ in sky on GT590

 

Looks good - even though i get the pixel flickering as well on far away trees. It's almost like your billboard creation works too well since it looks like the flickering is caused by the empty spaces between leaves/branches.

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The mipmap generation of the billboards is a little funny right now. It's not using the regular downsampling routine the editor uses. I am probably going to change this.

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I get lowest fps of 10 and up to 100fps depending on location. AMD APU 5800K / Integrated HD7660D

 

The current noise/flickering on distant trees does detract from the look.

 

Edit: so if the camera position comes to a standstill the noise stops so might not be a big deal in a fps game when you are walking vs standing still. I notice too on some of the hill sides the grass floats above the ground level quite a noticeable amount. Looking great overall though.

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very smooth bravo. Are you using imposters ? how many lod levels ? Shadows are nice but have a very short range, maybe it could be increased with a dynamic shadown quality ?

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Like Shadmar, Shadows for me are funny. Sometimes they work, sometimes they don't. I tried launching the application once with a batch for fullscreen and lightquality set to 2 (before I noticed it's the application doing all the work) and my shadows did work, looked really crisp, but it ran at 20 frames for a while, then it shot to 100+ until I went to another area of the terrain. (GTX 750Ti)

 

I understand that this is still a work in progress, but I though I should let you know. I also hope grass and bushes don't float over dips in the terrain when this is ready to go. (Nitpick :))

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As already mentioned shadows sometimes work sometimes not.

Also grass forms weird circles when looking from distance.

Sometimes it kills AMD 15.10 beta driver.

Overall performance on my HD6850 is good.

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Had to update the Drivers to get a better FPS, actually at CatBeta15.11, above 60FPS now.

 

About the models dimming at distance some artistic options can help, like more dense forest and or atmospheric scattering to some fog too.

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Looks like great start, and I love the performance, just wondering:

 

Whats the algorithm for tree generation look like?

 

What parameters are available to the algorithm ?

 

If I decide a tree at x,y,z doesn't exist anymore is it easy to not show it?

 

Can I add extra stuff like algorithm for rocks, flowers ?

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