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doomjedi
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PostPosted: Sun Feb 08, 2009 10:03 pm
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I've been thinking on my way to work....can't we use rain/snow feature to create grass effect?

Grass is a "dense" "fast" "upside-down" "green-dotted" "limited (few pixel distance) vertical_distance falling" "fast falling to make it look solid" rain, isn't it?
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PostPosted: Mon Feb 09, 2009 12:16 am
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The problem with this is that it would require a HUGE amount of CPU overhead to actually look right. It would be possible, but not desirable. There is probably a way of doing it, but I'm no graphics programmer. Razz Smile
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PostPosted: Mon Feb 09, 2009 12:19 am
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Well, SDL has lot's of memory...
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PostPosted: Mon Feb 09, 2009 12:28 am
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It's not the memory I'm worried about, it's the frame rate. Razz

EDIT: What could be done here, however, is draw a sprite instead of a block, and keep a similar overhead.
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PostPosted: Mon Feb 09, 2009 8:18 pm
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I don't think it would use more CPU than rain or snow... You wouldn't need to animate the grass either.

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AlumiuN
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PostPosted: Mon Feb 09, 2009 11:36 pm
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If you wanted the grass to be as thick as grass should be, then it might be a bit slower, although you definitely have a valid point with the non-animation (although it would be cool to have it swish as the player or enemies move through it). Given that I have about 12 different types of particles set up for EoC, I could take a look at this. Smile
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PostPosted: Tue Feb 10, 2009 1:02 am
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Great Smile

You'll post a grass tutorial if you well succeed? Very Happy

I guess another (though less useful) variant of this can be bubbles fly up and such....from toxic waste for example... many many ideas in my head Smile
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PostPosted: Tue Feb 10, 2009 4:07 am
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"Flat" water should be easy to make (I'm thinking about a small raw tutorial if I can), while grass is more difficult.

If an experienced programmer wants it, it should be nice to take a look on what a voxel raycaster does with vertical walls, then consider each grass floor tile composed by, say, 64x64 "vertical walls" (obviously with some variants, but let's start with something simple).

The difficult point is determining what's in front of and what's behind a sprite object (walls are always masked when drawing something onto), because it would turn the raycaster into a traytracer (kind-of), then drawing the grass line with some vertical shading, e.g. a gradient from brown to green, to give a vertical "shape" when drawn.

The point is when the player moves, everything is messed up and doesn't give the "continuous" flow of grass objects.

A simpler, but IMHO better way to do it, is by poisitioning a fixed amount of grass sprites within a fixed distance to the player where there are grass zones, like almost all 3D videogames do, then draw them as sprites. This needs some sprites tree space dedicated to grass objects. To fill empty zones, just draw a nice grass floor texture.
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PostPosted: Tue Feb 10, 2009 5:19 am
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Heh, when I was thinking grass. I was thinking just some short green pixel lines coming up from the ground. Not too thick, not too tall. Might look like crap, though, I don't know.

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PostPosted: Tue Feb 10, 2009 6:20 am
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I don't really see the point of having grass in Wolfenstein 3D. Except for an eye catcher I don't think it's useful in any way. Well, you could alert a nearby enemy, when the player steps on the grass, but that doesn't really improve gameplay that much.

No one says it's impossible to do grass in Wolfenstein 3D, but what's the point of this? Proving it works? Perhaps somebody can explain it to me ???

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doomjedi
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PostPosted: Tue Feb 10, 2009 7:35 am
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Quote:
I don't really see the point of having grass in Wolfenstein 3D. Except for an eye catcher I don't think it's useful in any way. Well, you could alert a nearby enemy, when the player steps on the grass, but that doesn't really improve gameplay that much.

The same with snow, rain etc....and we do use them Smile

Quote:
Heh, when I was thinking grass. I was thinking just some short green pixel lines coming up from the ground. Not too thick, not too tall. Might look like crap, though, I don't know.

That's what I thought as well...looks cool and easy to implement. Gras not as sprite, but 1-pixel thick "rain drop"
I just thoght it to be like upside-down green rain, like I said in the first post.
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PostPosted: Tue Feb 10, 2009 11:44 am
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doomjedi wrote:
The same with snow, rain etc....and we do use them Smile


Good point. When I was posting my reply I didn't think about the atmosphere usefulness, but instead about how useful grass would be for gameplay. No offence Very Happy

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PostPosted: Tue Feb 10, 2009 12:29 pm
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Oh yes, about sprites as lines I've given my implementation opinion in my post Wink
doomjedi
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PostPosted: Tue Feb 10, 2009 12:31 pm
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Well...realism, mood ,gaming experience are as much part of fun gameplay experience as "useful" explodable barrels for example.
After all - we're looking for experience...everything that can add to it should be welcomed IMO.
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