Environment Tech (Preview)
Added 2024-07-27 21:35:48 +0000 UTCHi!
Here's that little environment tech preview that I talked earlier.
List of new features:
Updated nature assets (foliage, trees, debris)
Upgraded procedural generation (more detail and logic)
Upgraded terrain system (improved blending and height support)
Water reflections for specific areas (performance is solid)
New color grading for each time of day (with editor support)
Ice shader for Winter mode
In this preview, I'm using a stress test scene and basically I can now generate up to 500mx500m area with this procedural system that fully controls the nature assets and shaders.
This test scene was generated in less than minute and this allows me to work with these map expansions without having to worry about the surrounding nature since that's now fully automatic.
This tech also now allows me to adjust all kinds off parameters on the fly and change time of day without having to run the actual game, so everything nature and lighting related runs in the editor.
Here's some performance numbers for this level of detail:
3070Ti = ~160-170FPS
1080Ti = ~ 120-130FPS
This tech was originally designed just for helping me with these map expansions to get them closer to that "early-access level" but on the side product I think the overall visual quality jumped up quite a bit.
I will cover more of these environment & map tools in the next devlog.
-Antti (Developer)
Comments
As soon as this map comes out, i'm going to dive that pond to see if there are any M1910/30s dumped into it
Olli RuohomΓ€ki
2024-07-31 17:37:07 +0000 UTCAgree, I was planning to post the same thing. The ice looks great.
Anthony Bucci
2024-07-29 13:41:57 +0000 UTCAbsolutely stunning.
Gabriel
2024-07-28 16:25:22 +0000 UTCThey're probably going to depend on the map quite a bit. Something like the village or shipyard should not feel like a war zone, but it should have an atmosphere of danger, while a Vostok map with military presence should provide more action.
Mello' Mike
2024-07-28 11:26:55 +0000 UTCngl, this looks more awesome :)
iGxG
2024-07-28 07:04:03 +0000 UTCDang, you're a one-man powerhouse! Once Godot switches to Jolt as its default physics engine, be sure to upgrade the engine to take advantage of those performance benefits, especially for folks who want top-notch graphics. You're the best, buddy. Love your work!
Jams3223
2024-07-28 01:20:50 +0000 UTCNoup, zero external plugins, not even for physics. Those native issues were pretty easy to fix with some small investigating what caused most of the issues for this project.
Road to Vostok
2024-07-28 01:17:39 +0000 UTCGreat! You're probably using Jolt; without it the character movements would've been very laggy, especially for these improved physics AIs. Also congrats, I just started supporting, I wanna see you win GOTY one day.
Jams3223
2024-07-28 01:16:18 +0000 UTCThat ice shader looks incredible!
Henry Carlson
2024-07-27 23:43:31 +0000 UTCThis is totally custom, I don't use any addons or externals plugins for this project since I have found that it's much more convienient in the long run when everything is tailored and optimized for your needs (I still tested Terrain3D at one point last year out of curiosity). I also have pretty bad experiences when it comes to heavily relying on certain plugins when you are making large productions, so no plugins for RtV :)
Road to Vostok
2024-07-27 23:42:31 +0000 UTCIs it proprietary or Terrain3D for Godot?
Jams3223
2024-07-27 23:42:01 +0000 UTCBecause of the map doubling in size, does this mean that the spawn rates and number of enemies spawned will have to be changed?
Infinity
2024-07-27 22:59:24 +0000 UTCIt looks amazing!
Findacasl Gmail
2024-07-27 22:44:10 +0000 UTCBeautiful! π€π»ππΌππΌπ€π»
securityCase
2024-07-27 22:08:58 +0000 UTCThis is really stunning! Great work, Antti!
Ronnie Ashlock
2024-07-27 22:03:33 +0000 UTC