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 Post subject: MLE Tech Demo :)
PostPosted: Wed Mar 02, 2011 12:45 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
My boyfriend made a small video demo of the MLE Engine showing a world editor. No voxels implemented yet but I would like to hear comments if possible, what might be good to improve.

Known bugs shown there:
Grass movement is a bit wrong (something messed with the right vector transformation).
Decals not sticking precisely on terrain (not sure why, started once we changed from GPU ClipMaps to Chunked LoD, a change we're not sure if it will be the final considering ClipMaps might be better performance-wise and we might just go with full voxel terrain).

http://www.youtube.com/watch?v=qZ54ueEYsN8&hd=1

Edit: Not sure if it's the place to say it but might get lucky ;) We're looking for additional team members, developers and modelers/artists mostly.


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 02, 2011 1:08 pm 
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Joined: Wed Jan 26, 2011 3:20 pm
Posts: 203
Location: Germany
I directly went to the youtube link and read your post afterwards :D
I did notice the screaming absence of voxels. oc now that I've actually read your post it makes sense... what do you mean by "yet"? are you planning to get voxels working in there? and if yes, for the world? only parts voxelized?
[edit] ok ... 20km area of 1m voxel blocks [/edit]

what kind of game are you planning?


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 02, 2011 1:31 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
Open world RPG ;) Similar in style to Ultima, Morrowind... Would love comments, criticism, anything ;)


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 02, 2011 5:12 pm 
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Joined: Wed Jan 26, 2011 3:20 pm
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Location: Germany
I'm not too much of a rpg player... so this might be obvious to others, but how are you planning to use your voxels?
a static map that can be edited in only the editor? or slow/fast player modifications through some interaction with the surroundings?
I mean in a shooter it would be obvious: BOOOM -> cut out somewhat spherical shape of voxels...


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 02, 2011 6:57 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
Oh, most likely as a static mesh for caves etc. Might add some mining and editing elements though. Also maybe alterable by magic and items.


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 02, 2011 7:45 pm 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
Very nice :-) It needs some shadows though (or even just AO) to help ground the objects. Will you be making the maps by hand or generating them procedurally?


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Wed Mar 02, 2011 9:08 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
I'd love to generate them actually but I haven't figured out a good algorithm. I heard fractal noise here and there but failed to find the actual algorithm on google. (or found one that was messy, in truth I didn't bother much) Any suggestions for algorithms?

We have plans to implement Screen Space Ambient Occlusion (already working in render monkey, just need to plug it in then) and also Cascaded Shadow Mapping (it's there but there is some weird bug, I guess I messed some of the math in the shader. My math skills are bad for the average programmer actually ^^)

Other post processing effects we're planning on are depth of field and maybe motion blur, I think that might be it for now though. We already have HDR in ;)


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Thu Mar 03, 2011 9:33 pm 

Joined: Sat Sep 18, 2010 9:45 pm
Posts: 189
that's cool. You may want to check out the link posted by David in that introduce yourself thread. It's on procedural generation using perlin noise.


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Sat Mar 12, 2011 8:27 pm 

Joined: Fri Feb 18, 2011 8:41 pm
Posts: 173
MLE now has clouds (dynamic) :)
Image
Image


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 Post subject: Re: MLE Tech Demo :)
PostPosted: Sat Mar 12, 2011 10:00 pm 
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Joined: Sun May 04, 2008 6:35 pm
Posts: 1827
Very nice, what approach did you use?


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