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96 KB FPS.
 

offline oscillik from the fires of orc on 2004-04-21 10:57 [#01154323]
Points: 7746 Status: Regular | Followup to horsefactory: #01153541



i'm not sure whether you're being serious, or having a go at
me

lol

if you're serious, i might take you up on that later

it's been a while since i had a bash on Q3A, so i'll
probably be a bit rusty


 

offline DoctorMO from London (United Kingdom) on 2004-04-21 14:21 [#01154729]
Points: 99 Status: Regular



thought so, I know there using some of the newest features
of Graphics cards and perhaps this is a reason why no games
are a small yet, they may be still in production. perhaps
Doom4 fits onto an FDD. ;-)

-- DoctorMO --


 

offline oscillik from the fires of orc on 2004-04-21 14:25 [#01154744]
Points: 7746 Status: Regular | Followup to DoctorMO: #01154729



nah, that'll never happen

id Software want too much control over their games, and
rightfully so

that'd be like wanting to make an amazing track, but only
using General MIDI and getting the computer to do most of
the notes and shit.

id Software regard game making as an art :)


 

offline Ceri JC from Jefferson City (United States) on 2004-04-21 14:33 [#01154760]
Points: 23533 Status: Moderator | Followup to oscillik: #01153000 | Show recordbag



Not if everything was stored procedurally...

I'm doing procedural texturing as my major project for my
degree. You can fit huge amounts of output data into a tiny
(filesize wise) definition. Just think of sound synthesis
and midi- midi files are minute, as are softsynth patches.
However, combine them together and you get huge output
files. The same can be done for textures, in game sounds,
music, 3d models, etc. coupled with using bits of
code/libraries already on PCs to handle 3d (XML, etc.) or
even writing it all in x86 machine code from the ground up
and then compressing the whole file down, you can store what
results in a very complex program in a very small space.


 

offline Ceri JC from Jefferson City (United States) on 2004-04-21 14:35 [#01154764]
Points: 23533 Status: Moderator | Followup to Ceri JC: #01154760 | Show recordbag



Erm just read the thread in full and a lot of people pointed
out some of the stuff I did. Sorry for the repeats...


 

offline oscillik from the fires of orc on 2004-04-21 14:36 [#01154767]
Points: 7746 Status: Regular | Followup to Ceri JC: #01154760



yeah but the only reason that when you combine MIDI and
synths and you get massive output, is because the MIDI is
just controller data for the synths

i don't think it'd be an easy task to get some code to
basically "synthesize" Adrian Carmack's artwork

;)


 

offline Ceri JC from Jefferson City (United States) on 2004-04-21 15:01 [#01154810]
Points: 23533 Status: Moderator | Followup to oscillik: #01154767 | Show recordbag



Graphical synthesis is just as simple as audio synthesis...
a huge range of graphical textures (wood, water, stone,
flesh, gore, etc.) can be made from little more than
filtered noise, which can be abstracted as a basic array of
the numbers 0 through to 256 ordered randomly (which can of
course itself be defined in a few lines of code).

The synthesis modules as it were are simple small blocks of
code that perform basic mathematical functions on this
array. The combination of these simple synthesis modules
with different variables are what allow the huge output.

I expect as processing power increases procedural textures
will be used more and more for most (organic/natural at
least)textures in games. Even in something as old as UT1,
the high res textures run to well over 100mbs. As
resolutions increase and character models get more complex
this will increase to stupid amounts if we stick to
bitmapped textures.


 

offline Ceri JC from Jefferson City (United States) on 2004-04-21 15:02 [#01154816]
Points: 23533 Status: Moderator | Followup to Ceri JC: #01154810 | Show recordbag



I do accept that for "artistic" stuff like stained glass
windows, details on equipment, etc. they'll still be done by
artists though :)


 

offline oscillik from the fires of orc on 2004-04-21 15:06 [#01154824]
Points: 7746 Status: Regular | Followup to Ceri JC: #01154810



yeah, i totally agree with you - this kind of thing would be
great for natural looking surfaces or grainy stuff like
concrete or stone of something, but i dunno.....i think that
most companies will still opt for the artistic control over
file size - don't forget that hard drives are getting bigger
too, and cheaper, and distribution media is getting larger
(although i have yet to see a commercial game for PC or Mac
released on a DVD, maybe i'm wrong on that, but i've never
seen one yet)

it'd be interesting to see where this technology goes :)


 

offline Ceri JC from Jefferson City (United States) on 2004-04-21 15:13 [#01154843]
Points: 23533 Status: Moderator | Followup to oscillik: #01154824 | Show recordbag



You do get commercial games on DVD, although it is rare...
one of the multi-disc D&D ones was re-released as single
disc DVD and I believe the first ever was Microsoft's
"Lander".

For animated things like water (until we get the proccessing
power for accurate, real time, procedural particle
modelling, which is some way off) and lava procedural
textures are great. Helps eliminate that "looping" that you
can see on bitmapped ones.


 

offline oscillik from the fires of orc on 2004-04-21 15:15 [#01154847]
Points: 7746 Status: Regular | Followup to Ceri JC: #01154843



what does the water in HL2 use, do you reckon?

i think some of the technology in that game is fucking mind
blowing, especially as it runs in real time (but then again,
that demo could have been on a mega system!)


 

offline Ceri JC from Jefferson City (United States) on 2004-04-21 15:18 [#01154854]
Points: 23533 Status: Moderator | Followup to oscillik: #01154847 | Show recordbag



I've not seen any water in the clips I've seen, so I can't
really comment, but I would imagine they are done
procedurally.

I should stop talking about procedural textures... I've got
over 100 pages to do on them in the next week as well as
more coding. I'll be sick of them by the end ;)

It's a fascinating area though, studying it has improved my
understanding of audio synthesis (in terms of what's
happening at a code level) loads. Just do a google for:

"Perlin Noise" Procedural textures

for lots of good info.


 

offline oscillik from the fires of orc on 2004-04-21 15:21 [#01154864]
Points: 7746 Status: Regular | Followup to Ceri JC: #01154854



ahh

well, in the full length clip on gamespy, there's a bit
where the player walks through water and stuff, shoots
barrels and stuff into a swimming pool, and the water looks
amazing for a game :)

i'm not a coder, so i'm not sure that it would mean much to
me....i know enough about computers and stuff to understand
the logic of how they work, but i just can't cut it when it
comes to programming

the most coding i ever did was configuring LiteStep on my
PC!! and that can't really be classed as coding, can it

;P


 

offline uzim on 2004-04-21 15:22 [#01154867]
Points: 17716 Status: Lurker



sorry -V- and everyone.... i didn't see it *' _ '*

here is the original link.


 

offline DoctorMO from London (United Kingdom) on 2004-04-21 15:29 [#01154892]
Points: 99 Status: Regular





ok procedural texturing makes sense for a lot of things,
even if you did a bitmap texturing for say a device and then
a procedural rust texture or burn texture. no more similar
looking burn marks!

-- DoctorMO --


 

offline oscillik from the fires of orc on 2004-04-21 15:32 [#01154901]
Points: 7746 Status: Regular | Followup to DoctorMO: #01154892



ahhh
this reminds me of our conversation a while back, remember?
when we first saw the preview of HL2?

we were talking about how it'd be cool if they could
randomize things such as clothing, and marks on the clothes,
and cuts and scars on the characters and stuff

i guess this is the thing that can be used for that :)


 

offline Ceri JC from Jefferson City (United States) on 2004-04-21 16:00 [#01154959]
Points: 23533 Status: Moderator | Followup to DoctorMO: #01154892 | Show recordbag



Part of what the end of this project clarifies (and about
1/3 of my hypothesis stated) was that in the near future, we
will probably see hybridisation of the two like you
suggest-

Until processing power gets obscenely powerful bitmapped
(and by that I just mean pre-rendered, includes other
formats like .jpg, etc.) there's be a use for both, often
overlayed together- eg, procedurally drawn oil/petrol on a
floor textured with tiles depicting a picture, like a
mosaic, or bruises on faces of characters (I really reckon
we'll see bruises that "develop" as the rounds progress in
boxing games), blood soaking through clothes, etc.

re: rust- there's an awesome model (I can't remember where,
but I'll post a link if I remember) of rust being added in
real time to a model- it was sort of like time lapsed
photography, but it wasn't just textured in rust, you could
see the smooth surfaces become pitted (bump mapped) and
flakes of rust fall off, holes appeared in places etc.

Procedural modelling is a lot harder to get right
(particlarly on things like humans), but eventually we may
well see them being used for real time corrosion, burns (say
acid in the next aliens game) melting, etc.


 

offline DoctorMO from London (United Kingdom) on 2004-04-21 17:10 [#01155008]
Points: 99 Status: Regular



well I hope it just ends up in a couple of games so we can
give it a good test run.


 


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