Game Development Community

Cloud rendering challenge

by Michael Perry · in Torque Game Engine · 12/14/2006 (9:06 am) · 23 replies

Hey all! Recently, someone proposed an interesting challenge for cloud rendering in TGE. After asking a few questions about the specifics, here is the general idea:

  • Clouds need to look like water colour illustrations[li]Clouds need an outline[li]Clouds have to be interactive (ie collision, movement, ect)[li]Engine version will be TGE 1.5
For a visual example of how the clouds should look, CLICK HERE

After reading through the forums, I came across this: Foliage Replicator Used for Clouds

Both links gave me the following idea:

  • Create and export a couple different cloud models in a 3D modeling program[li]Texture the models to have the same color scheme and detail as the above image[li]Layer a couple of fxShapeReplicators using the cloud .dts's[li]Change the zOffset of the replicators accordingly, and toggle the Interactions field to true[li]Drastically scale the shape used in the replicator so that they are stretched and sprawling like actual clouds[li]Finally, increase the transparency of the replicated shapes so that they more resemble clouds than solid objects.

So, that's how I was planning on approaching the challenge. I'm open to suggestions, corrections, or completely better ideas =).


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#21
12/17/2006 (11:52 pm)
Hey Rubes

I got some tech support from Sun Dog, and now the clouds are placed where they should - parallel to the terrain. Super cool.

Last item needing fixed now is that the cloud puff billboards are not facing the camera. When looking at them, they are flat like a pancake.

I bet its a super simple thing to fix. Verrrrrry close now.

Once its running, I'll do some FPS measuring turning things on/off and with a fraps FPS counter. Will post results
#22
12/18/2006 (6:54 am)
@Thomas
awesome work! I've been trying to get it into tge 1.5 with no luck so far, maybe you can give me some pointers. :D
#23
12/18/2006 (7:10 am)
I'm kind of working with Thomas on this. He's getting it into TGEA, while I'm integrating it into TGE 1.5. The implementation between the two is pretty close, except for some graphical initialization calls....obviously since I'm trying to get it to work with OpenGL, and he's working with the DirectX GFX layer. He's further along than me, but I have managed to get everything to link and compile.

We kind of have a common phrase we use every time we make progress: One step forward, two steps backwards. =) This should turn out pretty nice for both engines when all done.
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