better textures(not programmer art) + more differences in the splatting(more textures and more complex splat-alpha) really help removing the visual repetition...as does objects like vegetation etc
yes! better texture is one way, i use. (512*512 and 1024*1024)
@madlion:
The code for the tiles-demo is posted in the forum. Only one texture is used to become this effect seen in the screenshot above. The combination of tiles and shader is a tool you looking for ?!
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Im working on this, but GLSL is not my big friend :'(
I don't understand all the details to use glsl in jme.
for example:
I need a simple bumpshader. Ok, i find a exsample in ATI's Rendermonkey. The shader run without errors in jme, but looks different as in rendermonkey. To bright and clipping in specular, etc.
I think i do not understand what you are using now… or as we sometime say in german "Ich stehe auf der Leitung" (in english "I' m standing on the line")…
The latest screenshot is using a shader, right? Ok. What does the shader so?
You are using only one texture? So is guess the texture is pregenerated and not of the shader?
Yes, is think of a wang-tiles shader implementation. But i'm not sure if this would give me any benefit.
the shader use 2 texture-units and the vertex-height for blending.
the tile-demo use one texture for the tiles.
you can use tilebased texturing for the basic texture of the terrain (grass and rocks). It looks good. Then use the shader for more detail and splatting. (roads, mud, sand)
Now i understand. Ok so your shader is doing the same as our.
I don't want to pregenerate a big terrain texture. If you have a really big terrain this could be a problem. Ok, you may think of a texture per terrain block to minimize the texture size. I do not kown but what about block transitions? This could be a problem.
I also plan to use shader for more detail and roads etc…
Hi, havent been on for months (boring web development, but I gotta pay the bills somehow :|)
Anyway, glad I decided to look in again as this looks really interesting and I look forward to seeing this developed further as it may offer a viable solution for making a Civ 4 like engine for strategy games.
The ground is a little bit regular. It will be fixed in the next version coming the next two weeks. The current version looks good for 1st person perspective games. look another screenshot on my homepage-gallery (www.mi-studios.de) It shows the first person version.
the current development version includes bumpmapping on rocks, and it looks very nice. The best of all. it brings 220fps on my ATI 9700 Mobile graphics card and 600 fps on my gforce7800gs.