Those are some nice results!!!
Well, when I get to vary the trees a bit (add different types of trees), those will be on different surfaces (for organizational reasons).
I have tested with multiple surfaces and found no performance hit. so thats a plus.
Right now, I am not doing any LOD. I was thinking that leaves not in view (not in use) will get put behind the camera so that way they are A. Backfacing to the camera, and B. off scene. Also, anything 200 units+ away is pointless to animate since the user doesn't see much of the detail, so those are going to get a system similar to this just to control lod trees. ( http://www.blitzbasic.com/Community/posts.php?topic=46133 far bottom screenshot)
Also, this system could use some more optimizations which at this point are futile to add (since I am just testing a certain part of this system, I wanted organization during the rough draft).
As soon as I get it to where it is showing good results, it is going into the code archives (that is if alienhead doesnt kill me :-)
I doubt I will create a quick plug-n-play system for the general public though (such as blitztree), because then I would probably want to sell it (due to time/labor reasons).
The technique seems rather sound though, I am probably going to try my hand at a particle system with this technique and see if it does better then the others out there (most of the particle engines I have tested from other blitzers have started to bog nearing 1000 particles, this wont be the case here).
Thanks again for the test!
Well, when I get to vary the trees a bit (add different types of trees), those will be on different surfaces (for organizational reasons).
I have tested with multiple surfaces and found no performance hit. so thats a plus.
Right now, I am not doing any LOD. I was thinking that leaves not in view (not in use) will get put behind the camera so that way they are A. Backfacing to the camera, and B. off scene. Also, anything 200 units+ away is pointless to animate since the user doesn't see much of the detail, so those are going to get a system similar to this just to control lod trees. ( http://www.blitzbasic.com/Community/posts.php?topic=46133 far bottom screenshot)
Also, this system could use some more optimizations which at this point are futile to add (since I am just testing a certain part of this system, I wanted organization during the rough draft).
Are you going to release this tree system, as it does look rather nifty :O)
As soon as I get it to where it is showing good results, it is going into the code archives (that is if alienhead doesnt kill me :-)
I doubt I will create a quick plug-n-play system for the general public though (such as blitztree), because then I would probably want to sell it (due to time/labor reasons).
The technique seems rather sound though, I am probably going to try my hand at a particle system with this technique and see if it does better then the others out there (most of the particle engines I have tested from other blitzers have started to bog nearing 1000 particles, this wont be the case here).
Thanks again for the test!