Author Topic: Volume smoke  (Read 4892 times)

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Right then.  To stop people wondering whether collisions will have to be accurate in my game, I'll tell you the project's real name:

Descent 4: Ground Zero.

There.  Done it.  Now please, no one say that D4 is too big a project, because it's coming along just fine.  Engine: no problem.  It's just a case of getting a high pixel rate, good sound quality, and reliable input functions.  The game content won't be started until next year, by which time I should know enough people at University to get some of them working on 3D models, sound effects, videos and levels.

And the concept drawings are mostly done, as is the storyline, so unfortunately there's nothing for anyone else to do until I finish the engine.
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

 

Offline Nico

  • Venom
    Parlez-vous Model Magician?
  • 212
another Descent 04 project?
ah well.
Anyway, if it's a FPS, collision has to be accurate.
SCREW CANON!

 
/me thinks of comments that pop up when FS3 is mentioned.

/me thinks you should rename that one.
just another newbie without any modding, FREDding or real programming experience

you haven't learned masochism until you've tried to read a Microsoft help file.  -- Goober5000
I've got 2 drug-addict syblings and one alcoholic whore. And I'm a ****ing sociopath --an0n
You cannot defeat Windows through strength alone. Only patience, a lot of good luck, and a sledgehammer will do the job. --StratComm

 

Offline Fry_Day

  • 28
Okay, to steer the topic back to the original subject, just to clarify what I meant about volumetric fog, assuming every model representing a fog volume is convex (every ray that intersects with the model must intersect an even number of times. Not including cases in which a ray is tangential to part of the model).

the sum of the Z values (or radial distances from the eye-point, if you want to compute it in a more accurate and computatinaly heavy PS2.0 pixel shader) of all the fog model's back-faces is the far plane, and the sum of the Z values of all the front-faces is the near plane.

Hope that explains the idea more clearly.

 
Yeah, I found a Volumetric fog sample in DX9 SDK.  It looks easy enough to implement.  I'm using PS_2_X and VS_2_X anyway, so this shouldn't present a problem.

The problem's gonna be providing alpha-blended explosions for people who use lower detail settings...
'And anyway, I agree - no sig images means more post, less pictures. It's annoying to sit through 40 different sigs telling about how cool, deadly, or assassin like a person is.' --Unknown Target

"You know what they say about the simplest solution."
"Bill Gates avoids it at every possible opportunity?"
-- Nuke and Colonol Drekker

 

Offline Fry_Day

  • 28
PS_2_X means you probably don't expect to have the game done in like four years or so, since that seems to be a reasonable time-frame for serious penetration of PS_2_X cards to the market (even though chances are that next-gen stuff will skip 2_x and go directly to 3_0. At least with vertex shaders it seems likely, since the only difference is the texture-read in vertex shader)