PA Livestream/Videos Sammelthread

Das Forum für die planetare Auslöschung!
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Kryo
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PA Livestream/Videos Sammelthread

Post by Kryo » Sat 2. Feb 2013, 12:19

1.2. Sound & Music
http://www.youtube.com/watch?v=i_lUYyGVtZY
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Last edited by Kryo on Sat 9. Feb 2013, 09:48, edited 1 time in total.
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Post by Kryo » Sat 9. Feb 2013, 09:52

8.2. Delta Commander, generell ein bisschen was über Commander Design, ein paar Fragen, von denen einige schon vorher gestellt und beantwortet waren, einige Details über die Grafik-Engine:
https://www.youtube.com/watch?v=e0o1nQvAcZM

Am interessantesten fand ich, dass der Commander nicht alleine im Spiel starten wird. Viel mehr landet er zusammen mit einer Landeeinheit, die Uber "The Egg" nennt, die dann verschiedene Eigenschaften haben kann, welche man sich z.b. in der Lobby einstellen kann. Wenn einer lieber mit mehr Eco startet, kann er z.b. schon ein paar PGens mitnehmen und Engineers, oder wenn einer lieber schnell raidet ein paar Bots oder Tanks. Insgesamt soll dies den Start beschleunigen und die ersten 3-4 Minuten interessanter machen, weil man schon mehr Entscheidungsmöglichkeiten hat.

Außerdem haben sie gesagt, dass bald ein erster Gameplay-livestream kommen wird, und dass die Alpha wahrscheinlich früher startet als die meisten erwarten.

Es wird übrigens 4 verschiedene commander-skelette geben, das 2-beinige ist ja schon bekannt. Ein 4-beiniges gibts wohl auch, die andern beiden sind noch nicht erwähnt.
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Post by pnx » Sat 9. Feb 2013, 11:27

hmm virtual processed textures klingt nicht uninteressant. Wenn die ne schöne generierung drin haben könnte das tatsächlich sehr effektiv zu implementieren und trotzdem ziemlich schön sein. Vermutlich in Kombination mit Heighmap für die Planetenform bzw Oberfläche :) Ob die wohl auch in HEALPix Koordinaten arbeiten? :D Jemand zugang zum Backer forum der das Fragen könnte? :D

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Post by Kryo » Sat 9. Feb 2013, 11:33

ich könnts fragen, aber formulier mal die Frage aus xD ich hab keine ahnung was HEALPix ist.. D:
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Post by Kryo » Sat 9. Feb 2013, 17:02

neutrino wrote:
kryovow wrote:And if you generate everything on the fly, you still have to store most of the information in PC/GPU memory right? So once the planet is generated and textures have been produced you still have to maintain the textures for the whole planet so zooming in and out works without changing the texture. Also if you introduce scortch marks on the terrain you have to save all that information in a persisentent texture or are those just parameters you put into the procedural generation?
We don't generate the entire texture and store it. We use what Sean Barret calls a Sparse Virtual Texture and what Carmack calls MegaTexture. Our implementation is 100% procedural so pages are generated when requested and then thrown away when they go out of the cache. They get generated through a combination of brush elements on the terrain surface which create the terrain geometry and decals that render into the virtual texture space to provide additional texturing information. We maintain two separate overlapping layers one for diffuse and one for normals.
Also if you have dynamic terrain as in destructable, is that done using heightmaps or are you guys using something more sophisticated (like a voxel approach), considering a heightmap system would limit the destruction to 2.5D instead of full 3D. Most of these questions are based on my interest in modern 3D graphics in games since i kinda wanna work there in the future I hope you can answer a few of them without revealing something you dont want to reveal
We don't use a height map approach or a voxel approach. We use a realtime csg approach. I have a blog post almost ready to go on this whole system (I've been holding off because I need to take some screenshots but maybe I'll just fire it off sooner without that).

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Post by pnx » Sat 9. Feb 2013, 17:53

"Well generating the texture and storing it would be the carmack approach right? As far as i understood his talks about it, the designers first draw a hughe texture and then carmack implements an algorithm to cache everything in the scene during runtime.
Anyways, so if you are throwing away the textures which are not seen and generating them again when they are needed again, do you use like the same randomization seed for a planet or something? Or how else do you make sure that the planet doesnt look different when you look at it multiple times?
And since you say that decals will stay there for the whole game (Which i LOVE btw :) ), do you use something like and indexing to make sure to include the decals everytime? Or are they missing after the terrain patch gets discarted and the reloaded into cache again?

Oh, CSG? that sounds interesting :) I'd love to read the blog post about that :)
It sure makes sense to use something like that to be easily able to cut stuff out of a surface e.g. but is certainly not that easy to describe a very complex planet in such a way, is it?

The game looks already very awesome, clean and easy readable :) Cant wait for the video about the procedural terrain generation :) "


Könntest du das antworten? :)

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Post by Cola_Colin » Sat 9. Feb 2013, 18:20

Wieso machst du nicht einen eigenen Thread im öffentlichen Forum?

Glaube nicht, dass neutrino's Antworten dort anders ausfallen würden.
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Post by pnx » Sat 9. Feb 2013, 19:23

[quote=""Cola_Colin""]Wieso machst du nicht einen eigenen Thread im öffentlichen Forum?

Glaube nicht, dass neutrino's Antworten dort anders ausfallen würden.[/quote]

Wusste nicht dass es nen öffentliches forum gibt :D
Wenn kryo das postet schau ich mal ob ich nach der antwort noch was wissen will, dann mach ich nen thread :)

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Post by Cola_Colin » Sat 9. Feb 2013, 20:13

Hab deine Antwort gepostet + den Request den Thread ins öffentliche Forum zu moven.
Dann könntest du direkt antworten ;)
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Post by pnx » Sat 9. Feb 2013, 20:58

[quote=""Cola_Colin""]Hab deine Antwort gepostet + den Request den Thread ins öffentliche Forum zu moven.
Dann könntest du direkt antworten ;) [/quote]

dankeee :)

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Post by Cola_Colin » Sun 10. Feb 2013, 01:44

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Post by Cola_Colin » Sun 10. Feb 2013, 18:32

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Post by Kryo » Fri 15. Mar 2013, 09:29

letzten Freitag gabs nen Livestream, mit wenig neuem zu PA:
http://www.youtube.com/watch?v=vRYC9GbQZk4

Heute gibts im BackerForum wieder neue Bildchen zum Thema "Megabots". Bisher ist es noch nicht klar, obs solche "Experimental" geben wird.
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Post by Spoiler » Fri 15. Mar 2013, 12:54

sach ma ... ich erinnere mich, dass du für mich auch irgendwie Geld gespendet hast ... was bekomme ich dafür denn eigentlich? ;)

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Post by Kryo » Fri 15. Mar 2013, 13:07

nen key sobalds raus ist?
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