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Topic: Fractal landscape with D3D (Read 825 times) |
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David Williams
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Re: Fractal landscape with D3D
« Reply #7 on: Aug 15th, 2015, 11:48am » |
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on Aug 15th, 2015, 09:06am, Torro wrote:
We can all dream. 
I'd give greater priority to a 3D utilities library (perhaps a 3DTOOLSLIB.BBC) I outlined earlier to DDRM, as a companion library to D3DLIB/D3D9LIB, etc.
Just a reminder of some of the functionality that a hypothetical 3DTOOLSLIB could offer:
- Collision detection - Object loaders (to import from Blender, 3DS, etc.) - Scene loaders - Object and mesh manipulation - 3D primitive object creation - Procedural texture generators - Object texturing functions - Various 3D maths functions - Various other utility functions
Sadly, the great effort involved in creating such a library, however, may just end up being largely a waste of time and energy. Sorry to be so negative about this.
Torro, have you seen DDRM's germinal/proof-of-concept, fractal landscape-based flight sim he posted to this board a few days ago? Check it out if you haven't already.
David. --
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Torro
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Re: Fractal landscape with D3D
« Reply #8 on: Aug 15th, 2015, 3:54pm » |
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David respect for what you did previously just don't end up a troll.
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DDRM
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Re: Fractal landscape with D3D
« Reply #9 on: Aug 15th, 2015, 10:09pm » |
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Hi Guys,
I have made some progress. I have a model plane, but I am struggling to render the propeller disk semi-transparent. Simply setting the alpha value doesn't seem to hack it. I've played with various things in SetRenderState (such as alpha enable!), but some web sources suggest I need to play with SetTextureStageState as well. Anyone managed to make this work in D3D8 or 9 (I'm currently working with 9, to get Richard's declarations, and so the MSDN pages relate to what I'm doing).
I've managed to get ambient light working: you need to turn it on with SetRenderState, but also tell it to use the vertex colours. That gives a bit of "fill in" light, so the shadows aren't so harsh.
I'm also thinking about the map. It seems obvious that I can't render the whole world at full detail or everything will grind to a halt. I'm planning a low-res, large scale map, which will probable be hand-designed to include interesting places (including flat bits for airfields), and then a modified version of the fractal generator to generate the detailed landscape. Obviously I'll need to pass a seed and reset the RND function each time, so it comes up the same... I thought I could have 4, or maybe 9, buffers containing the local patches of territory around your position.
I haven't quite worked out how to implement that, though...
D
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David Williams
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Re: Fractal landscape with D3D
« Reply #10 on: Aug 16th, 2015, 12:12pm » |
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Glad you've made some more progress, David.
I'm keeping tabs on this project of yours!
Admittedly, my own tinkerings with D3DLIB some years back never ventured into semi-transparent polygons (most likely because I didn't have the know-how).
David. --
http://www.proggies.uk/ https://www.youtube.com/channel/UC1E2sxhlc9h9C82q6RFvAWQ
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David Williams
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Re: Fractal landscape with D3D
« Reply #12 on: Aug 17th, 2015, 5:38pm » |
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Splendid.
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