Can we have Soft Particles ?

A secret forum for people who preorder Overgrowth!
User avatar
Seradest
Posts: 46
Joined: Fri Dec 18, 2009 10:36 am

Can we have Soft Particles ?

Post by Seradest » Sun Apr 25, 2010 6:10 pm

http://www.youtube.com/watch?v=ES0IY_e5Kd8

hard eges brake many times the betifull look of the engine :cry:

here the blog pic from past:
http://cdn.wolfire.com/blog/alpha/a74.jpg

User avatar
TheBigCheese
Posts: 856
Joined: Sun Feb 08, 2009 11:01 am
Location: Lost in the Alps.

Re: Can we have Soft Particles ?

Post by TheBigCheese » Sun Apr 25, 2010 10:22 pm

Seems like it would be fairly processor intensive though. The comments suggested a quick work-around by just overlaying the particles on top when z-fighting occurs.

Though if it's easy to implement, it does certainly look nice.

User avatar
tomascokis
Posts: 431
Joined: Mon Jan 19, 2009 8:34 pm
Location: Australia, Perth
Contact:

Re: Can we have Soft Particles ?

Post by tomascokis » Sun Apr 25, 2010 10:58 pm

If the method in the video is actually checking how close each pixel is to geometry then thats just not going to work at all, if its only done with *smaller* particles then it might be possible to implement, but it would be nigh impractical for a runtime engine.

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: Can we have Soft Particles ?

Post by Endoperez » Mon Apr 26, 2010 12:18 am

It's probably possible to get rid of the edges you can see there by having more particles that are more transparent. Edges will have smaller contrast, and since there will be more overlap (because there's more particles) those should more or less disappear.

User avatar
TheBigCheese
Posts: 856
Joined: Sun Feb 08, 2009 11:01 am
Location: Lost in the Alps.

Re: Can we have Soft Particles ?

Post by TheBigCheese » Mon Apr 26, 2010 12:38 am

The problem with adding more particles is that it would distinctly increase the number of calculations for the system overall.

User avatar
tomascokis
Posts: 431
Joined: Mon Jan 19, 2009 8:34 pm
Location: Australia, Perth
Contact:

Re: Can we have Soft Particles ?

Post by tomascokis » Mon Apr 26, 2010 1:21 am

Its still much better then the method in this video.

User avatar
BlackHole
Posts: 455
Joined: Sun Nov 30, 2008 8:08 am
Location: 127.0.0.1
Contact:

Re: Can we have Soft Particles ?

Post by BlackHole » Mon Apr 26, 2010 3:16 pm

There will probably be some kind of game option menu, so why not?

If older pc's (like my current one) can't handle the larger ammount of particles or the effects, just lower the settings.

- Black
You can get much further with a kind word and a gun then you can with a kind word alone.

Jeff
Evil Twin
Posts: 2892
Joined: Wed Nov 19, 2003 10:48 pm
Location: San Francisco, CA
Contact:

Re: Can we have Soft Particles ?

Post by Jeff » Mon Apr 26, 2010 6:29 pm

Hmm, interesting idea.

User avatar
Blorx
NOT A FRIGGIN PROGRAMMER
Posts: 3272
Joined: Wed Jan 26, 2005 4:01 pm
Location: South Carolina, United States
Contact:

Re: Can we have Soft Particles ?

Post by Blorx » Mon Apr 26, 2010 6:35 pm

Now, I may just be blind, but the only difference I saw in those two videos was a slightly more dense smoke in the hard-edged version, and a slight color distinction. Hence why I don't see why you want this.

Also, if the hard edges you're mentioning are part of the terrain, I really don't know why you'd want to change it other than being obsessive about graphics. The terrain in even some of the most graphically up-to-date games today can't compete with character models and the likes. It is a let down, but it's also hard to find a market for people with that beastly of a computer, so most developers leave it out to cut down time and cost efforts, as it's mostly a novelty rather than a standard.

User avatar
TheBigCheese
Posts: 856
Joined: Sun Feb 08, 2009 11:01 am
Location: Lost in the Alps.

Re: Can we have Soft Particles ?

Post by TheBigCheese » Mon Apr 26, 2010 9:28 pm

The demonstration was on removing the 'cut off' effect of the particle planes. If you look at the corner of the box, as the smoke flows, it cuts directly into the box, making apparent that it's just basically a texture. The soft particles surround the box.

User avatar
Blorx
NOT A FRIGGIN PROGRAMMER
Posts: 3272
Joined: Wed Jan 26, 2005 4:01 pm
Location: South Carolina, United States
Contact:

Re: Can we have Soft Particles ?

Post by Blorx » Mon Apr 26, 2010 10:13 pm

Ah, seems I was blind then. I sort of see it now, but it still seems like an awful lot of fluff for such a small difference, especially when I don't see Overgrowth employing the use of a lot of things that would need it most, such as said smoke.

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: Can we have Soft Particles ?

Post by Endoperez » Tue Apr 27, 2010 12:34 am

Blorx wrote:Ah, seems I was blind then. I sort of see it now, but it still seems like an awful lot of fluff for such a small difference, especially when I don't see Overgrowth employing the use of a lot of things that would need it most, such as said smoke.
What about clouds of dust that appear when walking, running, jumping, fighting and falling on sand and grassless ground? On desert outpost, at least, that's everywhere.

User avatar
tomascokis
Posts: 431
Joined: Mon Jan 19, 2009 8:34 pm
Location: Australia, Perth
Contact:

Re: Can we have Soft Particles ?

Post by tomascokis » Tue Apr 27, 2010 4:41 am

Hmm, I wonder if you could write a shader which fades down the alpha the closer its target pixels z value is to its?

Can fragment shaders access that?

User avatar
Endoperez
Posts: 5668
Joined: Sun Jan 11, 2009 7:41 am
Location: cold and dark and lovely Finland

Re: Can we have Soft Particles ?

Post by Endoperez » Tue Apr 27, 2010 5:18 am

I don't know about that, but the newest blog post mentions "soft particles" as one of the things added this week. :lol:

User avatar
Seradest
Posts: 46
Joined: Fri Dec 18, 2009 10:36 am

Re: Can we have Soft Particles ?

Post by Seradest » Tue Apr 27, 2010 6:22 pm

big thanks jeff when i see any other cool fetures to make a better performance or atmosphere i make a new thread here ^^

Post Reply