Hi, really great work. Would you mind to share the resources you used to implement your tree LOD system? Like how did you create the low poly model from the detail one and how do you blend between them elegantly. And maybe even the way you create your trees. I would appreciate if you could provide some papers.
This has to be one of the best home made engines I've seen. Have you worked on it any more? With deferred rendering, could your parallax occlusion work with multiple light sources?
+Michael Silver Hi! Unfortunately, there is no research papers. But the idea behind tree LOD system is relatively simple - render meshes of branches (leaves, blades of grass) to textures, with all data - normals, roughness, etc; use that textures on far lods with simple branch geometry (2 to 20 triangles). At near distance render detail meshes of branches instead of simple. Choose what form to render per each branch, not per entire tree. All of it with instancing. Also detail branch must store data about simple form (pos, normal) and collapsing into that form at the far distance. All other features (terrain, far trees, PBR, HDR, deferred rendering, screen-space effects, etc.) are common for graphical engines, so nothing special
+CreoxVision, Thanks for the informative reply! I actually got a bit of headway on my own engine, so your advice will come in handy when I get to implementing trees and other foliage. I am currently working on terrain to work and am trying to figure out whether to use a hull shader for continuous level of detail (using the tesselator to add geometry and then displacing it using fractals) or having discrete LoD with a quadtree where I replace more detailed geometry with a less detailed version on the CPU. Anyway, thanks again for the help, I hope I can get something as realistic as yours.
The problem with these are generally there are people who make good terrains but then they just do it as a sort of 'side-project' whilst the game developers who make content and such are just shitting in their pants doing unoptimized stuff all the time or adding preferential rendering. (example Arma) I think there's really a lot of potential for people like you and I who can render good terrains and apply good programming in C but it's sad that major games don't take notice of the potential of having large terrains like this and applying some sort of 'simple' goals or gameplay to it.
This graphic should be equivalent to unreal engine 4.
Hi, really great work. Would you mind to share the resources you used to implement your tree LOD system? Like how did you create the low poly model from the detail one and how do you blend between them elegantly. And maybe even the way you create your trees. I would appreciate if you could provide some papers.
OMG amazing
Really nice demo , would love to read a paper/blog about its creation! Well donde.
Are you still reading comments ? And is there a download for this engine ?
this is top work, very very good
incredible man, just amazing!
from where did you get the animated tree models?
this is beautiful
This has to be one of the best home made engines I've seen. Have you worked on it any more? With deferred rendering, could your parallax occlusion work with multiple light sources?
Any sorce code?
this is really good.
good job, very nice!
Looks rather similar to Unigine
Just wondering, what technique are you using for your clouds?
This is honestly amazing. It's much better than Outerra. Is there any research papers I can read on this topic? Thanks!
+Michael Silver Hi! Unfortunately, there is no research papers. But the idea behind tree LOD system is relatively simple - render meshes of branches (leaves, blades of grass) to textures, with all data - normals, roughness, etc; use that textures on far lods with simple branch geometry (2 to 20 triangles). At near distance render detail meshes of branches instead of simple. Choose what form to render per each branch, not per entire tree. All of it with instancing. Also detail branch must store data about simple form (pos, normal) and collapsing into that form at the far distance.
All other features (terrain, far trees, PBR, HDR, deferred rendering, screen-space effects, etc.) are common for graphical engines, so nothing special
+CreoxVision, Thanks for the informative reply! I actually got a bit of headway on my own engine, so your advice will come in handy when I get to implementing trees and other foliage. I am currently working on terrain to work and am trying to figure out whether to use a hull shader for continuous level of detail (using the tesselator to add geometry and then displacing it using fractals) or having discrete LoD with a quadtree where I replace more detailed geometry with a less detailed version on the CPU. Anyway, thanks again for the help, I hope I can get something as realistic as yours.
Any chance you make it open source ?
The problem with these are generally there are people who make good terrains but then they just do it as a sort of 'side-project' whilst the game developers who make content and such are just shitting in their pants doing unoptimized stuff all the time or adding preferential rendering. (example Arma) I think there's really a lot of potential for people like you and I who can render good terrains and apply good programming in C but it's sad that major games don't take notice of the potential of having large terrains like this and applying some sort of 'simple' goals or gameplay to it.
You did not make this yourself... No, you can't...