@Perjin said:
It's PBR (at least if I implemented it correct).
The terrain is working similar to that gamasutra article, the grass is done with tesselation and geometry shaders.
Cool, i have still some slight geometry flickering on my tessellated terrain. Since i am curious, what do you tessellate on the grass?
I tessellate the terrain mesh to get more vertices, to generate more grass blades the closer the terrain is to the camera. Mostly because the geometry shader does get very slow whenever I’m creating many vertices with it.
And i do sample the grass texture the same way as in the terrain shader to make the grass blades spawn in the right place.
The terrain itself is currently not tessellated.
@Perjin said:
I modified the engine to support opengl 4 based on this: http://hub.jmonkeyengine.org/forum/topic/support-for-geometry-and-tesselation-shaders-diff/
(I do have a current version of jMonkey with those changes, I can push it to github or make a pull request if there is interest)
Cool if it is not merged (or wont be), can you upload it on github or similar then i can merge it with my local version manually
Hi, all! I thought I’d share what I’ve been using JME for recently. I’m working on a strategy / tower defense game. To start off, I’ve been building out the fundamental mechanics of the game… object placement, terrain, effects, etc. All of the models I’m using right now are just placeholders. Have a look… the video is a little choppy due to performance on my machine while recording the video.
@monkeylover said:
Hi, all! I thought I'd share what I've been using JME for recently. I'm working on a strategy / tower defense game. To start off, I've been building out the fundamental mechanics of the game... object placement, terrain, effects, etc. All of the models I'm using right now are just placeholders. Have a look... the video is a little choppy due to performance on my machine while recording the video.
@.Ben. Haha - yeah! All the models I’m using currently are placeholders. But, that’s generally how I want everything to look. Especially the low-poly aesthetic.
@wezrule – Oh yeah… Poor Aeris! I had so many hopes we could revive her afterwards and that she would be playable again during the game until I realized the PHOENIX DOWN was not working for this kind of death lol… too bad really.
Looks good! That’s quite a bunch of grass that you have in this scene.
As for looks: Maybe you could rotate the single grass objects in order to break the artificial appeareance?
Or maybe some small displacements.
@m41q said:
Looks good! That's quite a bunch of grass that you have in this scene.
As for looks: Maybe you could rotate the single grass objects in order to break the artificial appeareance?
Or maybe some small displacements.
Thx, yes it is very much grass. But this is just a stress for the system.
The rotation is a good idea, never though about that!
The displacements are already on my list and the system can already cover that issue. I just have to implement a nice algorithm to make good looking grass areas and non grass areas. We also want to use different textures.
Hello monthly screenshot champs! Working on anything cool these days? Whether it’s the same thing as it was back when this thread started or something brand new, however big or small, please consider sharing it for the 2015 jMonkeyEngine showcase video: