Dev update:24th June 2010

Update and tech notes from the developer

Dev update:24th June 2010

Postby ADMIN » Thu Jun 24, 2010 3:29 am

For the win: tank trails!

A minor fx, but effective - and another visual clue on the battlefield. Makes distant incoming tanks and their direction more obvious for example. Also, just looks cool as you drive over other tank's trails - sort a 'tracks in the dunes' feeling.
Image

I've said this is a minor fx, but that's not entirely true.

Consider; different vehicles will need different sized tracks with different offsets. Will the vehicle need two tracks?

Each track will need to conform closely to the terrain, else clipping may occur on steep slopes - but at larger viewing distances, z-fighting may occur (we've all seen it - decals flickering on distant geometry). What sort of offset should a trail have?

What sort of polygon count should each trail max out at?

Each track will need to fade out at the farthest end, while being added to under the tank - how will I achieve that? Dynamic mesh rebuilding?

If a tank is stopped, should the track stop being built? When a tank is destroyed, should the track just disappear or fade out?

For a simple fx, there's still a lot to decide!

<edit> hopefully the refinements in red Team homebase can be seen in the background. This is at occupation level = 2. Level 3 and higher occupation sees solid walls behind the glowing 'fence'.
'I only have one rule. Everyone codes, no-one quits. You don't finish your game, I'll shoot you myself.' http://www.tankuniversal.com
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Re: Dev update:24th June 2010

Postby NeatNit » Fri Jun 25, 2010 5:52 am

Cool!

If you're using an engine of your own, or one that you can modify and/or have an excellent understanding of (I'm pretty sure at least one of those is correct :)), shouldn't it be possible to find a different way to make tracks, a different solution, that will prevent z-fighting? For example, forcing tracks to always render above the ground (but some tweaking would need to be done to prevent tracks showing from behind mountains, of course)


Anyway this is awesome, can't wait for TU2!
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Re: Dev update:24th June 2010

Postby ADMIN » Fri Jun 25, 2010 1:27 pm

shouldn't it be possible to find a different way to make tracks, a different solution, that will prevent z-fighting?

No doubt ;) But the terrain isn't set up to handle 'texture splatting' etc, so conforming decal meshes seemed the best way to go.
It's not too bad though - you have to go a long way away (and be high up) to see z-fighting on the tracks, so I'll probably leave as is and go on to other stuff...
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Re: Dev update:24th June 2010

Postby Josk » Tue Jun 29, 2010 11:08 am

Good to see TU2 is coming along.

Regarding the trails I think they should fade out after a certain length of time, would have to see them in actoin but say around 15 seconds.

Trails look great by the way.
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Re: Dev update:24th June 2010

Postby NeatNit » Thu Jul 01, 2010 8:24 pm

How about, when a tank dies, a yellow "wave" gets sent backwards on the tracks, that fades out much faster than the original tracks?


Interesting idea - although probably not yellow as that's not part of the game's primary pallette.
I guess my main concern would be that players seeing this moving 'wave' might mistake it for a target and curse that they'd wasted a valuable shot on a non-target. But it's definitely a more interesting idea than what it is at present, which is that the trail is simply deleted.
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