Oh, and all these people being condescending and saying "it looks great, but..." -- using Xna, what this guy is doing is near-impossible, so show some respect and stop patting him on the head like a 3 year old.
I ask because I was initially going to ask why games companies haven't implemented this but then thought about the textures/objects they place and wonder how intensive said objects + planet render would push the hardware.
is there any way you can create algorithms for adding buildings/roads etc into the planet? (like a mountain shaped like a building if you get me) just performance hits
@stevenazari Until now, I only added a ship that you can control and fly around (check my other videos). Adding objects to the planet surface is only a next step, nothing impossible there. I have no idea why game companies have never developed a game like this. I will however continue to add features to this engine and I will also try to make a game myself with the limited resources that I have.
@asilviu2008 hehe yeah I've seen all your videos (stalker much ;) ) and read your blog, all impressive stuff, will be interesting to see where this takes you, it will be interesting to see the quality you can get when you put the time in to getting good code for a standard platform
Wow, I always had it in my head that when I get the time, I wan't to make a space game, where you can visit the planets, and here you are already making it! :(
This is great. Here's some feedback about the water though, it's too "big". Roughly around 1:19 or so you can see the waves on the shore are very large relative to the landscape. It should be much smaller to be realistic.
it totaly awsome, is it pre rendered or real time? i know you properly whont tell but Dude How did you pull that off. it whud be awsome off you to make a tutorial or just link to something that use full to make something like this :)
@hellsing80h Thanks, it's all real-time. I'm working on a space-sim game and I hope to release a free demo somewhere in the second half of this year. The game will be called "Bow Shock". There is a link to my blog in the description. Also, a google search on "XNA tutorial" will give you plenty of starting material
@asilviu2008 Thx alot man, i tjecket your blog and it look awsome, Good luck with it :), i work in UDK so i ask out of curiusity, Glad you ansered :) Anyway keep op the work it looks awsome :)
@stevenazari@webgier Thanks, these videos were all recorded on an ASUS G73JW laptop (I7 CPU: 4 HT Cores @ ~2 GHz, 8 GB RAM and a GeForce 460m GTX video card with 1.5 GB dedicated VRAM)
Hey dude, you should add diffused Lighting to your light engine, it would make your mountains look less toony, But man all this stuff is way beyond me atm And That FrameRate is amazing idk what computer you have but man!
Scale down the water, move it slower. Not only more realistic to the islands size (think of how much time there is between every wave hitting a beach, bout 5 to 10 seconds), also fps can be ket in harmony this way.
This is stunning! Is this software that's being used to develop an actual game? My head is spinning at the potential. The thought of populating such a huge gamespace with content is enough to give anyone a migraine, though! lol
really nice, are you using a deferred or forwards renderer? you obviously have level of detail going but are you occluding any details that can't be seen when in the closer renders, I noticed the frame rate drops closer up but it could just be the dividing of the terrain geometry.
@crzykd1305 Thanks, the version from this video is done using forward rendering and I'm only doing view frustum culling and horizon culling. The terrain patches are not even depth sorted, that's why the framerate drops so much on closeups. In the version I'm currently working on, I'm using a deferred renderer and depth sorting of the patches. I'm hoping to get better performance this way. I'll post the results when finished.
@asilviu2008 might I advise a Z-pre-pass and continue using forward rendering, it will cull just as effectively in some cases better than deferred rendering, while allowing you the pros of forward rendering (such as materials and transparency easily supported). You could have materials for ice, earth, rock, grassland, etc. giving a beautiful and varied look to the world.
@crzykd1305 That might also be a solution but It still implies transforming all the vertices twice whereas in deferred shading you only need to transform them once and I really have a lot of them to transform. I will give it a shot however and compare the results. Thanks for the advice.
@asilviu2008 Not necessarily, copy the transformed vertices into their own buffer, while copying them to save space you can cull out of view shapes to reduce draw calls and memory consumption.
@crzykd1305 Hmm, interesting, but then I would have to use a compute shader to transform all the vertices because I don't think it's possible to pull out the transformed vertices from the directx pipeline after the vertex shader.
@asilviu2008 I checked with some more experienced graphics programmers and they say double buffering vertices is pointless unless the vertex shader is a massive grind or there are multi-million poly's on screen. Pre-Z-Pass should do fine, without worry about the vertex shader.
I think the only real issue you have is culling, pre-z-pass with cull very fast, give you a large variety of options on how to render your scene in comparison to deferred and offer an amazing speed for quality :P
@asilviu2008 if it ever does become a problem then culling draw calls is what you need, which, just for future reference, could be done by rendering a z-buffer on a lower division level and lower resolution and checking shapes against it before sending them to draw :P There are other ways but for very high poly scenes that is the most accurate.
@crzykd1305 Yes, I am already half way through implementing an occlusion culling mechanism using bounding boxes for terrain patches. I will also stick to deferred shading for now, I just added a material type for water and it works fine. The z pre-prepass is also a good idea. I will keep it in mind in case deferred shading turns out to fail in some cases.
This reminds me of the upcoming mmorpg infinity-universe(dot)com/Infinity. Fun to see others doing similar work. We don´t exactly have abundance of free roaming sci-fi games, more like almost extinct.
The water looks really realistic and the way the land looks from sea level looks really nice! I would really love to get into programming that kind of stuff!
Wow, that is really sweet. I'm really getting into graphics programming but I can't do much with water and terrains yet. Still got a lot to learn about shaders. The wave deformation is incredible. Is that all computed on the vertex shader?
@ZeroDominance The waves are rendered in a 256x256 heightmap using a Fast Fourier Transform implemented in a pixel shader. The heightmap is then tiled over the entire ocean.
@asilviu2008 Ah, I barely noticed any tiling in the ocean :) Since you are generating the height map through the pixel shader does this mean that you are also sending the data back to the CPU in order to produce the mesh? I've always stayed away from GPU to CPU data transfer since I keep hearing that it stalls the GPU a lot. But it looks like you don't have any problems with that.
Woah, I really hope this will eventually become a very cool freeroaming spacegame. I'm growing so tired of all the linear boring levelbased shooters. We need epic gameplay and that can only be achieved by using this kind of technology. We need huge 3D worlds in a big galaxy. Awesome video!
@asilviu2008 that's very good news. I'm looking forward to playing it. Not to hijack your video or anything, but you might want to check out Pioneer spacesimulator. I've uploaded 2 Pioneer gameplay videos. It's a very nice freeroaming spacesim with seamless procedural planets and it's currently being kept up to date by a couple of dedicated fans. If you ever want to turn this into a game, maybe you can borrow some ideas from Pioneer ;-)
This is amazing, i love the variation in terrain. Do you find that XNA is becoming a limiting factor, or do you think there are optimisations you could do to make, say a full game using this, feasible.
@termuralliance Thanks, actually I am starting to have thoughts about switching to another platform. There is enough space for optimization but it frustrates me that XNA is limited to DX9. Each time I implement a new feature I think about how nice it would be if I had DX11 features. So my dilemma now is SlimDX vs raw C++. I'm inclined towards SlimDX cuz I really like the development speed of C#
This is amazing, i love the variation in terrain. Do you find that XNA is becoming a limiting factor, or do you think there are optimisations you could do to make, say a full game using this, feasible.
@jimli570 Thanks, I did not write any report about it but I will start a development blog soon and I will post the link in my next video. For the terrain I did not follow a specific paper I just evolved it from simple perlin noise. Recently I added gpu voronin noise and tried out different effects like using one octave to distort the input of another one and so on.
this is absolutely outstanding, I have NO idea about XNA or programming, I'm just wondering around YouTube, and you really have some talent!
SigJohno 6 hours ago
Oh, and all these people being condescending and saying "it looks great, but..." -- using Xna, what this guy is doing is near-impossible, so show some respect and stop patting him on the head like a 3 year old.
OmegaEnabled 4 days ago
Your tech and my tech seem to be soul-mates. Check out my channel and get in touch if you'd like to talk.
OmegaEnabled 4 days ago
Comment removed
OmegaEnabled 4 days ago
What program are you using?? Pls reply
Dutchriot125 5 days ago
wow how did u get these things dude plz send me the resources
scool41 5 days ago
Really impressive stuff, the only thing I'd point out is that your waves are going in the wrong direction, they should be going inland.
OC8O 5 days ago
impressive
D4L33tz0r 6 days ago
that water... how...great...just....how
warzone2451 1 week ago
wooor thank your for this great job i like it
MrMohadnan 1 week ago
that's pretty great,
have you tried placing objects in the world?
does it restrict you in any way?
I ask because I was initially going to ask why games companies haven't implemented this but then thought about the textures/objects they place and wonder how intensive said objects + planet render would push the hardware.
is there any way you can create algorithms for adding buildings/roads etc into the planet? (like a mountain shaped like a building if you get me) just performance hits
stevenazari 1 week ago
@stevenazari Until now, I only added a ship that you can control and fly around (check my other videos). Adding objects to the planet surface is only a next step, nothing impossible there. I have no idea why game companies have never developed a game like this. I will however continue to add features to this engine and I will also try to make a game myself with the limited resources that I have.
asilviu2008 1 week ago 4
@asilviu2008 hehe yeah I've seen all your videos (stalker much ;) ) and read your blog, all impressive stuff, will be interesting to see where this takes you, it will be interesting to see the quality you can get when you put the time in to getting good code for a standard platform
stevenazari 1 week ago
Can you make the waves smaller (would be more realistic/earth like in your size scales) and add weather??? That would make it perfect.
Leodn 1 week ago
What specs does your computer have? I cant imagine this would work on my computer
webgier 1 week ago
Wow, I always had it in my head that when I get the time, I wan't to make a space game, where you can visit the planets, and here you are already making it! :(
MrHakLaw 2 weeks ago
This ocean is SEXY.
MrOMGWTFxCorp 3 weeks ago
google use this for google earth
The3DMachine 3 weeks ago
That water
Bolive518 3 weeks ago
Very nice, but I recommend you ask friends to suggest alternative names.
Naming is key to Marketing and, for me, "Bow Shock" isn't evocative of anything.
Uncompetative 3 weeks ago
@Uncompetative Yes, you have a point. I've had my doubts about the name for a while now. I just needed another opinion to confirm it. Thanks!
asilviu2008 3 weeks ago
sir u've blown my mind
tintintintino 3 weeks ago
man, you are my hero
Simonobi 3 weeks ago
Just awesome. Reminds me of the game "Black&White"
YagoTheFrood 3 weeks ago
This is great. Here's some feedback about the water though, it's too "big". Roughly around 1:19 or so you can see the waves on the shore are very large relative to the landscape. It should be much smaller to be realistic.
OfficialTeslaGames 3 weeks ago
Wait, you program that?
xGamingDv 3 weeks ago
THIS SHOULD BE IN A GAME ALREADY by a Major studio. guy making the game. kudos to you for workin on something like this.
SystemCruntchsness 4 weeks ago
it totaly awsome, is it pre rendered or real time? i know you properly whont tell but Dude How did you pull that off. it whud be awsome off you to make a tutorial or just link to something that use full to make something like this :)
hellsing80h 1 month ago
@hellsing80h Thanks, it's all real-time. I'm working on a space-sim game and I hope to release a free demo somewhere in the second half of this year. The game will be called "Bow Shock". There is a link to my blog in the description. Also, a google search on "XNA tutorial" will give you plenty of starting material
asilviu2008 1 month ago
@asilviu2008 Thx alot man, i tjecket your blog and it look awsome, Good luck with it :), i work in UDK so i ask out of curiusity, Glad you ansered :) Anyway keep op the work it looks awsome :)
hellsing80h 1 month ago
@asilviu2008 what spec machine is this on because the graphics are "too good" to be normal spec machine
stevenazari 1 week ago
@stevenazari @webgier Thanks, these videos were all recorded on an ASUS G73JW laptop (I7 CPU: 4 HT Cores @ ~2 GHz, 8 GB RAM and a GeForce 460m GTX video card with 1.5 GB dedicated VRAM)
asilviu2008 1 week ago
fuck i want too swim in that water!!!
NikTkachev 1 month ago
nice work!
BehindTheBackground 1 month ago
Damn this is nice ! Im scripting AutoIt but want to go one language deeper :) Was Afraid C# wouldn't be good enough ^^ Scratch that though now hehe
Schoening91 1 month ago
Man! Imagine an open world game where you had access to literally, the ENTIRE earth.
qqqq160 1 month ago
@qqqq160 hehe.. Imagine the PC and Server for that:) CPU with the size of a City
Schoening91 1 month ago
That water... :')
jeromeByrne 1 month ago
Some of the best rendered water I've ever seen in my life...
iformatprovider 1 month ago
you create the water for gta iv :p
MrSodkos 1 month ago
Does XNA work on mac?
VisionXtream 1 month ago
@VisionXtream no it's C# .NET framework
wurdup354 1 month ago
@wurdup354 you can run windows on mac though so in theory yes
wurdup354 1 month ago
How much FPS do you think it would get on xbox?
TechNwz 1 month ago
Hey dude, you should add diffused Lighting to your light engine, it would make your mountains look less toony, But man all this stuff is way beyond me atm And That FrameRate is amazing idk what computer you have but man!
Bananapoopman 1 month ago
description says: "- Highest mountains are now about 10000 - 12000 meters high (about the same as earth)"
dude, the highest mountain in the earth is about 8850 meters high :D
KZ997 1 month ago
@KZ997 ha ha, yes, well, compared to the previous version where they were like 30 km high, this is a lot closer, that's what I meant :)
asilviu2008 1 month ago
When graphics in a game give me vertigo, they've gotta be good. ;)
Tralfamador5 1 month ago
Scale down the water, move it slower. Not only more realistic to the islands size (think of how much time there is between every wave hitting a beach, bout 5 to 10 seconds), also fps can be ket in harmony this way.
SCjake333 2 months ago
This is stunning! Is this software that's being used to develop an actual game? My head is spinning at the potential. The thought of populating such a huge gamespace with content is enough to give anyone a migraine, though! lol
Beautiful work!!!
shade1978x 2 months ago
really nice, are you using a deferred or forwards renderer? you obviously have level of detail going but are you occluding any details that can't be seen when in the closer renders, I noticed the frame rate drops closer up but it could just be the dividing of the terrain geometry.
crzykd1305 2 months ago
@crzykd1305 Thanks, the version from this video is done using forward rendering and I'm only doing view frustum culling and horizon culling. The terrain patches are not even depth sorted, that's why the framerate drops so much on closeups. In the version I'm currently working on, I'm using a deferred renderer and depth sorting of the patches. I'm hoping to get better performance this way. I'll post the results when finished.
asilviu2008 2 months ago
@asilviu2008 might I advise a Z-pre-pass and continue using forward rendering, it will cull just as effectively in some cases better than deferred rendering, while allowing you the pros of forward rendering (such as materials and transparency easily supported). You could have materials for ice, earth, rock, grassland, etc. giving a beautiful and varied look to the world.
crzykd1305 2 months ago
@crzykd1305 That might also be a solution but It still implies transforming all the vertices twice whereas in deferred shading you only need to transform them once and I really have a lot of them to transform. I will give it a shot however and compare the results. Thanks for the advice.
asilviu2008 2 months ago
@asilviu2008 Not necessarily, copy the transformed vertices into their own buffer, while copying them to save space you can cull out of view shapes to reduce draw calls and memory consumption.
crzykd1305 2 months ago
@crzykd1305 Hmm, interesting, but then I would have to use a compute shader to transform all the vertices because I don't think it's possible to pull out the transformed vertices from the directx pipeline after the vertex shader.
asilviu2008 2 months ago
@asilviu2008 I checked with some more experienced graphics programmers and they say double buffering vertices is pointless unless the vertex shader is a massive grind or there are multi-million poly's on screen. Pre-Z-Pass should do fine, without worry about the vertex shader.
I think the only real issue you have is culling, pre-z-pass with cull very fast, give you a large variety of options on how to render your scene in comparison to deferred and offer an amazing speed for quality :P
crzykd1305 2 months ago
@asilviu2008 if it ever does become a problem then culling draw calls is what you need, which, just for future reference, could be done by rendering a z-buffer on a lower division level and lower resolution and checking shapes against it before sending them to draw :P There are other ways but for very high poly scenes that is the most accurate.
crzykd1305 2 months ago
@crzykd1305 Yes, I am already half way through implementing an occlusion culling mechanism using bounding boxes for terrain patches. I will also stick to deferred shading for now, I just added a material type for water and it works fine. The z pre-prepass is also a good idea. I will keep it in mind in case deferred shading turns out to fail in some cases.
asilviu2008 2 months ago
@asilviu2008 SHUT UP AND TAKE MY MONEY!
MrZombieBiscuit 1 month ago
looks awesome!
kassu27 2 months ago
*tastes*
needs more foam.
thebreadbinman 2 months ago
This reminds me of the upcoming mmorpg infinity-universe(dot)com/Infinity. Fun to see others doing similar work. We don´t exactly have abundance of free roaming sci-fi games, more like almost extinct.
Junriah 2 months ago
EPIC WATER & WAVES Nice Work !
meinblock 2 months ago
The water looks really realistic and the way the land looks from sea level looks really nice! I would really love to get into programming that kind of stuff!
Titans4life92 3 months ago
AM I the only one who thought of LOST when they saw the island?
MrEverlostpoet 3 months ago
@MrEverlostpoet yes, you were the only one
elfootman 3 months ago
Nice atmosphere shader.
batonryep 3 months ago
wow that is truly incridible
lalouabrams 3 months ago
Wow, that is really sweet. I'm really getting into graphics programming but I can't do much with water and terrains yet. Still got a lot to learn about shaders. The wave deformation is incredible. Is that all computed on the vertex shader?
ZeroDominance 4 months ago
@ZeroDominance The waves are rendered in a 256x256 heightmap using a Fast Fourier Transform implemented in a pixel shader. The heightmap is then tiled over the entire ocean.
asilviu2008 4 months ago
@asilviu2008 Ah, I barely noticed any tiling in the ocean :) Since you are generating the height map through the pixel shader does this mean that you are also sending the data back to the CPU in order to produce the mesh? I've always stayed away from GPU to CPU data transfer since I keep hearing that it stalls the GPU a lot. But it looks like you don't have any problems with that.
ZeroDominance 4 months ago
@ZeroDominance No, I sample the heightmap texture in the vertex shader and displace the vertices accordingly
asilviu2008 4 months ago
Woah, I really hope this will eventually become a very cool freeroaming spacegame. I'm growing so tired of all the linear boring levelbased shooters. We need epic gameplay and that can only be achieved by using this kind of technology. We need huge 3D worlds in a big galaxy. Awesome video!
KingHaggis 4 months ago
@KingHaggis Thanks, I plan to. Hopefully I will have a downloadable single player alpha sometime next year
asilviu2008 4 months ago
@asilviu2008 that's very good news. I'm looking forward to playing it. Not to hijack your video or anything, but you might want to check out Pioneer spacesimulator. I've uploaded 2 Pioneer gameplay videos. It's a very nice freeroaming spacesim with seamless procedural planets and it's currently being kept up to date by a couple of dedicated fans. If you ever want to turn this into a game, maybe you can borrow some ideas from Pioneer ;-)
KingHaggis 4 months ago
Give Crytek their water back!
3zzzTyle 4 months ago
if avaible, where to downloaod this please ?
amigoface 4 months ago
OMG!!! That's amazing! You have to tell me how you learned how to do this and where you started.
sheekm227 4 months ago
wow very nice work!
I77AGIC 4 months ago
minecraft 2.0??
domicilio85 4 months ago
This is amazing, i love the variation in terrain. Do you find that XNA is becoming a limiting factor, or do you think there are optimisations you could do to make, say a full game using this, feasible.
Thanks for sharing.
termuralliance 4 months ago
@termuralliance Thanks, actually I am starting to have thoughts about switching to another platform. There is enough space for optimization but it frustrates me that XNA is limited to DX9. Each time I implement a new feature I think about how nice it would be if I had DX11 features. So my dilemma now is SlimDX vs raw C++. I'm inclined towards SlimDX cuz I really like the development speed of C#
asilviu2008 4 months ago
This is amazing, i love the variation in terrain. Do you find that XNA is becoming a limiting factor, or do you think there are optimisations you could do to make, say a full game using this, feasible.
Thanks for sharing.
termuralliance 4 months ago
Nice work! DI Did u follow any papers or write any report about the terrain? What kind of noise is used for the terrain?
jimli570 5 months ago
@jimli570 Thanks, I did not write any report about it but I will start a development blog soon and I will post the link in my next video. For the terrain I did not follow a specific paper I just evolved it from simple perlin noise. Recently I added gpu voronin noise and tried out different effects like using one octave to distort the input of another one and so on.
asilviu2008 5 months ago
Surf's up!
axonnus 5 months ago
Wow very nice..
t0rk3y 5 months ago
water is looking incredible.
TLXNA 5 months ago
It looks fantastic, however 700m high waves? Might wanna fix that :P
OGMO11 5 months ago
@OGMO11 haha lol, I was wondering how long it would take before someone would notice that :D
asilviu2008 5 months ago
Simple awesome.
DarknessNeo 5 months ago