Jump to content




3D rendered mountains with snow and lakes


12 replies to this topic

#1 Xella

  • Members
  • 145 posts
  • LocationOn Earth

Posted 21 March 2018 - 04:59 PM

I'm rewriting my 3d graphics library,

so here's a little gif with CraftOS-PC Accelerated (using LuaJIT) at higher resolution running a newer version of this terrain demo. (FPS drop from OBS recording but overall still good)

A few issues with rendering that you can see have already been fixed, and performance has gotten better since the recording of this gif as well.

I'm posting updates on the project on my Discord:
https://discord.gg/MjsNjK2psB


Posted Image


----------------------------------

I was playing around with an update for my 3D rendering API which I was working on. I decided to test some 3D terrain generation with some noise and I made some screenshots of mountains. I thought I'd share them, because they might look nice as backgrounds =)

Posted Image

Posted Image

Edited by Xelostar, 29 August 2021 - 11:12 PM.


#2 Bomb Bloke

    Hobbyist Coder

  • Moderators
  • 7,099 posts
  • LocationTasmania (AU)

Posted 22 March 2018 - 02:30 AM

Dare I ask what the frame rate on those are? I assume you're heading towards a flight simulator. :)

#3 Xella

  • Members
  • 145 posts
  • LocationOn Earth

Posted 22 March 2018 - 09:10 AM

View PostBomb Bloke, on 22 March 2018 - 02:30 AM, said:

Dare I ask what the frame rate on those are? I assume you're heading towards a flight simulator. :)

It depends on the charge of my laptop and if it's being charged or not. On my laptop I get about 20 FPS. On my PC it's about twice as much normally, but my PC is currently broken so I can't test on there. :P

I was actually just playing around with randomly generated terrain, but turning it into small chunks and rendering only a 3x3 of chunks or something could definitely work for a flight simulator! I might give it a try if I've got enough time. :D

I'm going to finish the update + documentation first though. :P

#4 Xella

  • Members
  • 145 posts
  • LocationOn Earth

Posted 22 March 2018 - 10:16 AM

Posted Image

Here's another one where the size is 4x bigger in each direction. This one lagged a whole lot so it was hard to get the camera in a good position :P

#5 MisterMeister32

  • Members
  • 6 posts
  • LocationGermany

Posted 22 March 2018 - 01:12 PM

Looks great even with the limitations of CC.
Do you use the pseudo-bitmap characters or a large monitor?

#6 Xella

  • Members
  • 145 posts
  • LocationOn Earth

Posted 22 March 2018 - 06:54 PM

In case you're curious what the limit is before getting a "too long without yielding" error, it's 7 seconds to render 53760 polygons, which would be equivalent to 256 at 30 FPS:

Posted Image

#7 Bomb Bloke

    Hobbyist Coder

  • Moderators
  • 7,099 posts
  • LocationTasmania (AU)

Posted 23 March 2018 - 10:44 AM

View PostMisterMeister32, on 22 March 2018 - 01:12 PM, said:

Do you use the pseudo-bitmap characters or a large monitor?

Those're most certainly the teletext characters - there's no way to achieve proper squares without them.

#8 MisterMeister32

  • Members
  • 6 posts
  • LocationGermany

Posted 23 March 2018 - 07:03 PM

A 3x2 block of characters is a square.

#9 Xella

  • Members
  • 145 posts
  • LocationOn Earth

Posted 24 March 2018 - 01:15 AM

View PostMisterMeister32, on 22 March 2018 - 01:12 PM, said:

Looks great even with the limitations of CC.
Do you use the pseudo-bitmap characters or a large monitor?

Oops I missed this message. :wacko:
Thanks!
Well, I just took a screenshot of my program that uses my 3D rendering API, which in turn uses Bomb Bloke's BLittle API if you want to switch to the "higher resolution". :)

#10 Xella

  • Members
  • 145 posts
  • LocationOn Earth

Posted 24 March 2018 - 11:29 AM

View PostMisterMeister32, on 23 March 2018 - 07:03 PM, said:

A 3x2 block of characters is a square.
I missed this reply too, though I was pretty sure I refreshed the page :huh:
Anyway, yet a 3x2 block of characters is a square, because the pixels have a ratio of 2:3, but now we have characters in the new charset which have all combinations of "subpixels" in a 2x3 which allows you to have more detail in a given size. However, since it's a character and only has a background color and a text color, there can only be two colors at max in each real pixel. The BLittle API helps you to "shrink" paint images down and draw them and estimate how each pixel can be calculated the best. :)

#11 Bomb Bloke

    Hobbyist Coder

  • Moderators
  • 7,099 posts
  • LocationTasmania (AU)

Posted 25 March 2018 - 04:35 AM

View PostXelostar, on 24 March 2018 - 11:29 AM, said:

I missed this reply too, though I was pretty sure I refreshed the page :huh:

The first few posts from new users are hidden until a moderator manually reviews and approves them (which, believe me, stops an awful lot of spam from appearing on the boards).

#12 Xella

  • Members
  • 145 posts
  • LocationOn Earth

Posted 25 March 2018 - 09:57 AM

View PostBomb Bloke, on 25 March 2018 - 04:35 AM, said:

The first few posts from new users are hidden until a moderator manually reviews and approves them (which, believe me, stops an awful lot of spam from appearing on the boards).

Ah, okay! I didn't know that. That makes sense! :)

#13 Xella

  • Members
  • 145 posts
  • LocationOn Earth

Posted 29 August 2021 - 11:13 PM

Rewriting my 3d graphics library from scratch. Here's a newer version of the demo (still old clip and stuff has been fixed and improved since) running on CraftOS-PC Accelerated:

Posted Image





2 user(s) are reading this topic

0 members, 2 guests, 0 anonymous users