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Technical Blog #2 - A New Rendering Pipeline

jeff
Lead Developer
Jen: M
For those that have been asking about the status of Toi Studio, here's a little preview of some of the work I did over the weekend. When creating a new terrain, we can now provide a rough height and color map, which not only provide a reference while building the world, but also provide an immediate backdrop around areas we are actively working on.

antilia-game.com/data/images/ToiLandscapeSettings.png

Next weekend I'll begin work on the hand-editing tools.
Monday, August 24, 2015 1:47pm
Jeff Leigh - Lead Developer - Right Brain Games
Good Dog

Jen: 23
Looks great & can't wait!

I can't remember... Is there a current layer/method for making rivers and/or lakes? (i.e. shallow water, that "flows").

I know it's a long way off (including a lot of dev & third party modding), but I'm looking forward to sailing (or air shipping) one day.
:)

[Edit]
Also... In regards to "vehicles/boats", is there a way to base them off of the water surface? Is that even a layer you can use? (Basically buoyancy, simple or complex)
I've seen other games that have based things off of the "ground", but then you end up becoming a submarine...
Wednesday, August 26, 2015 11:33am
jeff
Lead Developer
Jen: M
Quote by Good Dog:
Looks great & can't wait!

I can't remember... Is there a current layer/method for making rivers and/or lakes? (i.e. shallow water, that "flows").

That is something I've been putting a lot thought into the past week. The terrain engine we used for the mmo only allowed for a single water height, which is something that most modern game engines have moved beyond.

You may have noticed in the screenshot I posted that water was disabled, and that's because I'm currently re-implementing it a different way. You might have also noticed that in the bottom right of that "New Terrain Settings" window there are a pair of lists for water height and water color generators. So indeed, the new terrain will give us control over not just water height, but water color and opacity.

Quote:
Also... In regards to "vehicles/boats", is there a way to base them off of the water surface? Is that even a layer you can use? (Basically buoyancy, simple or complex)
I've seen other games that have based things off of the "ground", but then you end up becoming a submarine...

We're currently re-evaluating what kind of physics we'd like to see in the game and what's practical to implement especially in multiplayer mode. For boats I'll likely use a combination of techniques to find a solution that looks and behaves well, but it probably won't be based on a physics engine (other than responding to collisions).
Wednesday, August 26, 2015 12:03pm
Jeff Leigh - Lead Developer - Right Brain Games
Myka
Jen: 13
Quote by Jeff Leigh:
Currently Toi is still using DirectX 9, yes. I'd like to implement a DX11 or DX12 rendering plugin for Toi sometime, but I'll hold off on that until we have the game running again.
By any chance, have you seen any of the writeups/reviews on 12 yet (esp. regarding asynchronously computed draw calls)? Ran across this one awhile back (not just DX12 but goes over a bit of it).
Tuesday, September 1, 2015 11:18pm
jeff
Lead Developer
Jen: M
Quote by Myka:
By any chance, have you seen any of the writeups/reviews on 12 yet (esp. regarding asynchronously computed draw calls)? Ran across this one awhile back (not just DX12 but goes over a bit of it).

I've read a little bit about how DirectX12 makes it easier to implement a multi-threaded engine, but I haven't looked into it in detail yet. I'll give your article a look.
Thursday, September 3, 2015 9:56am
Jeff Leigh - Lead Developer - Right Brain Games
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