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FolsomDam is finally a dam

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4 years ago
Started some years ago, but finally got the time to work more on it. Check:



for how you can flood the other side of FolsomDam! (sorry for the water not having a texture but red/green squares, helps with developing and think nice looking effects can come last)
+32 / -0
4 years ago
And Moses opened the dam leading a new path for the future lil` lobs.
+2 / -0

4 years ago
That is so jizz inducingly cool!
I'm now your fan
+2 / -0
That is really cool.

Is it a map thing or an engine thing? Aka, can we look forwards to all maps having dynamic water in the future?
+0 / -0


4 years ago
woah
+1 / -0
seeing that dynamic subdivision instead of a water texture made it even more awe-inspiring.

now we obviously need amphibs to displace water. so we can drop firepluk into the pot and have it splashing.
+4 / -0
4 years ago
Would there be a way to update the water on the mini map in realtime? The dam getting terraformed appears on the minimap but not the water spreading over dry land
+1 / -0

4 years ago
neat. now make it boil.
+2 / -0
4 years ago
We can make a pot-shaped map that slowly fills with damaging water as the match progresses, a true lobsterpot!
+2 / -0
4 years ago
Thats so sick
+0 / -0
y'all won't be so enthusiastic when this thingy drops already poor performance in clusterfucks from astonishing 2 fps to 0.5 :D
one can just hope it's all on GPU with little to no CPU interaction...

If water has synced consequences(and I believe it does) - i.e. deals damage(liquid lava/acid on some maps), becomes non passable depending on depth this will need to go to SYNC code
which may raise whole new layers of issues starting from performance down to desyncs...

This stuff looks super-duper amazing tho!
+0 / -0

4 years ago
Firepluk just doesn't want to be boiled alive in the pot.
+7 / -0
FYI this is a prototype , it needs quite some development effort until it will be playable. I estimate this could happen in 2021 (but depends on too many factors, so probably even later), and the new engine with OpenGL 4.x might be required.

This is an engine thing that should be applicable to any map. One issue I do not know/thought is underwater ground texturing.

Multiple cool effect could be possible (sinks, sources, displacements, etc.).

Regarding performance, currently I think rendering is the most time consuming and that should be solved with tesselation from OpenGL 4.x (new engine). Water flow adjustments probably could be done in a separate thread and updated only occasionally (bonus ZK will use more threads), but I will not look at optimizations until I feel I know the answer to more complex problems (testing all unit types, pathing, buildings, weapons).

As a bonus, here is a video with units that are now swept away by the flowing water:



PS: thanks for all the enthusiasm, helps to know people like this!
+17 / -0


4 years ago
quote:
One issue I do not know/thought is underwater ground texturing.

This is easy to answer: don't. Water shader should convey where water is or isn't; baking it into diffuse has never been a good idea. Most recently made maps trust the shader and just texture the bottoms of their waterbodies with sand. Painting them blue like on super old maps is very much an antipattern that almost always backfires.
+2 / -0
4 years ago
What I was thinking of: you have a terrain, gets flooded, water goes away (lets ignore how), it would be nice if the terrain would not look the same as before.

Don't worry though, will not try to address any esthetic aspect until I fix all functional and performance problems, but still good to have a list of ideas/issues.
+0 / -0
4 years ago
Flooded lands should provide bonuses to growing barley and date palms
+2 / -0

4 years ago
quote:
Flooded lands should provide bonuses to growing barley and date palms


...till zero-k is an agricultural simulator
+2 / -0
4 years ago
Then we can make a lobster farm! Anyhow, this is engine side development, each game can use it/ignore/do whatever. If more problems get fixed, would be nice to test it with zk though ;-)
+1 / -0
In the context of ZK i was more thinking of situations like

Evil NOrankAdminKingstad rushes ships against you on Thornford, using the shallow channels to raid your land-based armies

You dig a hole in the shallow channel

The water flows into the hole

The channels are dry

The ships are beached

You converge in bloodthirst

Vengeance is near

quote:
What I was thinking of: you have a terrain, gets flooded, water goes away (lets ignore how), it would be nice if the terrain would not look the same as before.

That way lies realtime simulation of erosion and deposition. I've seen some cool videos about that (including some guy who's making a game out of it; can't find that atm).

Are you sure you want to go there? I know you want to.
+3 / -0
4 years ago
Interesting. Think erosion in a step to far for a game like ZK, but the erosion modification is probably not that hard considering what I did in the engine so far. But trying to focus on making it work not on nice new ideas ;-)
+2 / -0
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