tag:blogger.com,1999:blog-1791631495483462759.post8854786283681438885..comments2024-03-25T07:29:21.225-07:00Comments on 3DWorld: Procedural Buildings: Making Everything InteractiveFrank Gennarihttp://www.blogger.com/profile/02815853731800103017noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-1791631495483462759.post-61849489865950525642021-09-07T00:14:03.572-07:002021-09-07T00:14:03.572-07:00I changed toilet paper, spray paint, and markers s...I changed toilet paper, spray paint, and markers so that their part of the building room geometry. Now I can have these in multiple buildings at the same time. Buildings with these items are flagged so that their interior geometry isn't cleared when the player moves far away from them to guarantee everything is still there if the player comes back.<br /><br />The exception is paint on exterior walls with windows. This is visible from outside the building and uses a different shader, so I can't easily draw this as part of the building interior. I'm worried about the cost of switching shaders for ever building that has paint on exterior walls, so I left this as it was before where it can only be shown on one building at a time.Frank Gennarihttps://www.blogger.com/profile/02815853731800103017noreply@blogger.comtag:blogger.com,1999:blog-1791631495483462759.post-40144248680455926732021-09-06T15:33:25.793-07:002021-09-06T15:33:25.793-07:00Yeah, good indirect lighting is a real trick.
I w...Yeah, good indirect lighting is a real trick.<br /><br />I was thinking of something like magic to change room types, summon all the objects of a certain type to a certain room, etc.Paul Spoonerhttps://www.blogger.com/profile/17640871289041630907noreply@blogger.comtag:blogger.com,1999:blog-1791631495483462759.post-82325990282380725412021-09-06T15:14:17.096-07:002021-09-06T15:14:17.096-07:00TP squares work like paint. They're not part o...TP squares work like paint. They're not part of the building itself, which is why they remain even if you walk far away and come back. But they do disappear when you start dropping TP in another building - though not when you enter the other building. I wanted to framerate slowdowns when the player uses these items many times across buildings because this data is sent to the GPU every frame. I don't use VBOs for this due to the dynamic nature of the data. If there was some reason for these to persist across buildings then I'm sure I can find a way to do that. Actually maybe I never need to clear TP, since it can't be dropped as quickly as spray paint spots.<br /><br />Those desktop images are screenshots. I have no idea how to get the actual player's desktop with OpenGL, let along how to interact with Windows from inside 3DWorld.<br /><br />I have precomputed lighting that doesn't look too bad. However, it can't keep up with how quickly the player can walk around outside and inside buildings. Trying to make this work in realtime with an office building containing over a thousand lights, where the player can walk in any room at any time? I have no idea how to do that. The best I was able to do was to have some background threads running on the highest priority lights for the player's current position. It slows the framerate down a lot though, not only the computation but also re-sending parts of the lighting data to the GPU each frame as the player moves around. The second problem is how to handle the player or AI turning room lights on and off, or opening and closing doors, blinds, etc. All of these thing affect indirect lighting. It seems better to not have indirect lighting than have broken indirect lighting. (I managed to make this work in my other office building scene with a dozen light sources, but it doesn't scale to a full building. My largest buildings are likely larger than the entire levels of many games.)<br /><br />Right now the player can move books between rooms, but that doesn't change the room type.Frank Gennarihttps://www.blogger.com/profile/02815853731800103017noreply@blogger.comtag:blogger.com,1999:blog-1791631495483462759.post-70048959112219996852021-09-06T14:56:56.539-07:002021-09-06T14:56:56.539-07:00Do the dropped TP squares persist between building...Do the dropped TP squares persist between building loads? Or do they reset when you enter another building like with paint?<br /><br />Please tell me you can display the real OS desktop on in-game computers so you can do real world stuff on the in-game computers?<br /><br />I can't shake the feeling that you need some sort of irradiance volume light probe system for indirect lighting. You've already got reflection planes! Usually, though, this kind of lighting is pre-baked, so I'm not sure how well it would work with various dynamic light sources. Maybe you could bake the irradiance for the nearest few rooms per light source and then scale the influence with the intensity of the source illumination.<br /><br />I love the idea of converting room types. Like, convert a room into a book room, which then grabs all the books in the building and puts them in that room. If there isn't room on the shelves, it just starts stacking them around the edges of the room. Kind of like a treasure room, but for literature.Paul Spoonerhttps://www.blogger.com/profile/17640871289041630907noreply@blogger.comtag:blogger.com,1999:blog-1791631495483462759.post-22280928053015871832021-08-02T23:34:22.085-07:002021-08-02T23:34:22.085-07:00The project is on GitHub: https://github.com/fegen...The project is on GitHub: https://github.com/fegennari/3DWorld<br />You can either clone and build from source, or download a release from May of this year. The textures and models are too large for the git repo and are stored on my Google Drive. If you have the project set up and want these, let me know and I can share it with you. It doesn't come with an installer like a game and will require a bit of setup work before you can run it.Frank Gennarihttps://www.blogger.com/profile/02815853731800103017noreply@blogger.comtag:blogger.com,1999:blog-1791631495483462759.post-91688184288198221582021-08-02T01:37:58.623-07:002021-08-02T01:37:58.623-07:00how to i download this game enginehow to i download this game engineFeatures of sciencehttps://www.blogger.com/profile/11509575938563952011noreply@blogger.com