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DarkBASIC Professional Discussion / Gigantic terrain rendering with Blitzwerks Terrain

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kaedroho
16
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Joined: 21st Aug 2007
Location: Oxford,UK
Posted: 5th Feb 2011 12:54 Edited at: 5th Jun 2011 14:40
Heres a new demo I created using Blitzwerks Terrain. This demo loads a heightmap which is 2048x2048 pixels big, this produces a terrain with over 8 million polys!

With Blitzwerks Terrains LOD feature, this poly count gets reduced to about 200 000 polys with very little difference in look of the terrain. This means that it is now possible to have gigantic terrains in your games without losing very much FPS!




Download: (demo and source code)
DOWNLOAD


Note: Compiled executables are included in this file. But if you want to compile it for yourself, you will have to buy the full version of Blitzwerks Terrain. Click here for more details.

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Indicium
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Posted: 5th Feb 2011 15:41
Awesome! Stable 35fps on my single core celeron, 1gb ram and integrated graphics chip when viewing the entire terrain

Interplanetary Funk
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Location: Ipswich, United Kingdom
Posted: 5th Feb 2011 16:26
I will DEFINITELY get this expansion when I can afford it! It looks AMAZING!

BASIC programmers never die, they GOSUB and don't RETURN.
Digao the big
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Posted: 5th Feb 2011 16:28
This error occurring
"BT Error: LOD Level doesn't exist"
Function: BT SetTerrainLODDistances

I can not compile

* ps sorry for english
Digao the big
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Posted: 5th Feb 2011 16:36
This error occurring
"BT Error: LOD Level doesn't exist"
Function: BT SetTerrainLODDistances

I can not compile

* ps sorry for english
kaedroho
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Location: Oxford,UK
Posted: 5th Feb 2011 16:52 Edited at: 5th Jun 2011 14:40
Thanks for the comments!

Digao, You need to buy the full version to compile this. The free version is limited in the amount of LOD Levels you can create. The full version allows you to have as many as you want.

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Pincho Paxton
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Posted: 5th Feb 2011 17:13
It looks amazing! Are these totally compatible with Newton Physics? Sorry if it's a dumb question, but I haven't done many programs which use terrains.

kaedroho
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Posted: 5th Feb 2011 17:27
If newton game dynamics supports static meshes, then yes it is compatible.

Benjamin
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Posted: 5th Feb 2011 18:19
Looks pretty nice, I assume it culls sections of terrain that are outside of the view frustum?
dark coder
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Location: Japan
Posted: 5th Feb 2011 18:33
Indeed, the terrain looks impressive at a distance, especially the mesh, as the polygons aren't all that apparent. However, the textures are way too low res, right now it would look fine for an RTS, but if you get even moderately close to the surface then there is no additional detail, perhaps an additional detail map would improve this a lot.

kaedroho
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Posted: 5th Feb 2011 18:40
dark coder, Thanks!
The texture is the max that L3DT free can do (2048x2048). I will buy the full version soon and generate a much larger texture, possibly also use mosaic mapping.


Benjamin,

Thanks! Yep, it does.

thenerd
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Location: Boston, USA
Posted: 5th Feb 2011 18:48
Wow... this is pretty amazing! I got an average of 50 FPS, on a Geforce 6200.

dark coder
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Posted: 5th Feb 2011 18:50
I was referring to the detail map, which is 512^2. Obviously using a larger colour map would be slightly silly in terms of memory usage .

kaedroho
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Posted: 5th Feb 2011 18:53
thenerd, Thanks!

dark coder, I will look into getting a larger detailmap. I can't tile it anymore or the repeating will become more visible.

KISTech
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Location: Aloha, Oregon
Posted: 5th Feb 2011 21:28
Great looking demo!

How did you convert the heightmap from L3DT to your color heightmap format?

kaedroho
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Posted: 5th Feb 2011 21:32 Edited at: 5th Feb 2011 21:32
I used this code:


heightmap.raw is the heightmap file that comes out of L3DT

I posted this in the other thread for you.

KISTech
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Posted: 5th Feb 2011 22:35 Edited at: 5th Feb 2011 22:40
Thanks. This will help immensely.

[edit]
Sorry, I don't know how I missed your other post..

haliop
User Banned
Posted: 6th Feb 2011 12:41
my specs:
Intel Quad Core 6600 15% overclock
4GB ram
64bit Windows 7
G-Force 9600 GT

with Antiroscoptic
i get an awesome 950 - 1300 STABLE! fps no matter from where i look.
Kaedroho , i must say ive been watching all kind of Terrain Techs such as MegaTextures and ClipMapping etc..
but yours truly looks the best so far. and i say it becouse
on all the other ive seen , you actually see the terrain transforming in the distance as you walk towards it . but on yours you hardly see any changes , i actually think (from my expriance) that BlitzTerrain is the best at its price at the current time.

i still wonder if a DarkGDK comptiable will be released.
since Using C++ will get me much better results plus the ability to control DirectX from within it i dont see anywhere to move to DarkBasic , can you give me a clear answer about it?
and ofcourse im not talking about a free version but a full priced version with all the latest fixes tweaks etc.

or if not for DarkGDK so just as an independet C++ library to use?

thank you for this awesome Product it is very inspiring.
Nadav "haliop" Rosenberg.
kaedroho
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Posted: 6th Feb 2011 16:09
Haliop, Thanks for the comments!

Yes, there will be a DarkGDK version. There are a few more bugs to sort out before the release, expect it later this month.

DVader
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Posted: 6th Feb 2011 16:17
Is this the same product as Blitz Terrain? I purchased that some time ago. Is this a new version, or an update? I am not sure how I stand as I purchased it off it's website a while back.

http://s6.bitefight.org/c.php?uid=103081
kaedroho
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Posted: 6th Feb 2011 16:33 Edited at: 6th Feb 2011 16:42
No it isn't. Blitzwerks Terrain is known as BlitzTerrain in the WIP section of these forums, but it has never been sold before. It is just a coincidence that it has the same name.

Jimpo
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Posted: 6th Feb 2011 19:56
I get an error when trying to run the demo:
The procedure entry point_invalid_parameter_noinfo_noreturn could not be located in the dynamic link library MSVCR100.dll

kaedroho
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Posted: 6th Feb 2011 20:10
WickedVixen
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Location: New Brisbane, Utopia Prime, VGC GHQ
Posted: 7th Feb 2011 03:21
I get an average of around 138FPS when exploring this nicely modeled terrain!

This is a great add-on and I am looking forward to purchasing this superb add-on for the planetside-stuff I'm planning for a demo of an FPS with RPG elements... I can't wait.

n008
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Location: Chernarus
Posted: 7th Feb 2011 03:37
Very nice. I get a solid 1000FPS. Unfortunately, with distances of over 2000 unites there appears to be some serious poly shredding.

"I have faith, that I shall win the race, even though I have no legs, and am tied to a tree." ~Mark75
MSon
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Location: Earth, (I Think).
Posted: 7th Feb 2011 07:07 Edited at: 7th Feb 2011 07:07
Hi Kaedroho

Did that DLL with the Blitz'Terrain Editing commands become available yet, need that dll for me editor. If so i don't suppose you have a video or something showing realtime editing threw dark basic somewhere.

Thanks


Michael...

kaedroho
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Location: Oxford,UK
Posted: 7th Feb 2011 15:33 Edited at: 7th Feb 2011 15:34
Anitarquious I, Thanks!

n008, The poly shredding is caused by Z buffer inaccuracy. This can be solved by drawing the skybox before the terrain and disabling its zwrite. DBPro doesn't have very much support for render order though.


Quote: "Did that DLL with the Blitz'Terrain Editing commands become available yet, need that dll for me editor."


This is it! It contains raise and flatten brushes and some functions to help you make your own. Currently, the only video of this in action is this: http://www.youtube.com/watch?v=VO01HgbhZrs

My next demo is going to be done with this system. It will either be an editor or a load of explosions with realistic damage effects to the terrain.

MSon
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Posted: 7th Feb 2011 16:10
nice, it looks just like editing a matrix, Thanks for that, will buy first chance i get, (hopefully friday).

Brendy boy
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Location: Croatia
Posted: 7th Feb 2011 20:40
Quote: "I get an error when trying to run the demo:
The procedure entry point_invalid_parameter_noinfo_noreturn could not be located in the dynamic link library MSVCR100.dll"

I have the same problem. And that happened after I installed Visual C++ 2010 runtime.

kaedroho
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Posted: 9th Feb 2011 22:12 Edited at: 9th Feb 2011 22:13
I'm not sure what the problem is. What OS are you using?

Also, if you installed the x64 version, try installing the x86 version instead.

n008
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Posted: 9th Feb 2011 22:23
Quote: "n008, The poly shredding is caused by Z buffer inaccuracy. This can be solved by drawing the skybox before the terrain and disabling its zwrite. DBPro doesn't have very much support for render order though"


o i c.

"I have faith, that I shall win the race, even though I have no legs, and am tied to a tree." ~Mark75
Brendy boy
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Posted: 9th Feb 2011 23:45
Quote: "I'm not sure what the problem is. What OS are you using?"

Windows 7 32bit.
I did install the x86 version.

kaedroho
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Posted: 9th Feb 2011 23:55
I had a google around and loads of other programs have the same problem. I think this is most likely a problem with the visual C++ runtimes. I will keep googling to see if I can find a solution for you.

enderleit
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Posted: 10th Feb 2011 00:25
Pretty nice... I get around 2000fps steady... Max was about 3000fps

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