@Tristan: I studied computergrafics for 5 years. I'm making 3D art now since about half a year fulltime, but I had some experience before that. Its hard to focus on one thing, it took me half a year to understand most of the vegetation creation pipelines. For speeding up your workflow maybe spend a bit time with the megascans library. Making 3D vegetation starts from going outside for photoscanns to profiling your assets. Start with one thing and master this. @Maxime: The difference between my technique and Z-passing on distant objects is quiet the same. (- the higher vertex count) I would start using this at about 10-15m+. In this inner radius you are using (mostly high) cascaded shadows, the less the shader complexety in this areas, the less the shader instructions. When I started this project, the polycount was a bit to high. Now I found the best balance between a "lowpoly" mesh and the less possible overdraw. The conclusion of this technique is easily using a slightly higher vertex count on the mesh for reducing the quad overdraw and shader complexity. In matters visual quality a "high poly" plant will allways look better than a blade of grass on a plane.
Is this not like gear VR or anything else
Build engine developer Ken Silverman has finally shared a working version of the engine’s unfinished successor called Build 2. It’s kind of big deal if you think about the legendary titles created with the help of the original Build, like Duke Nukem 3D, Shadow Warrior, Blood, and William Shatner’s TekWar.
You can now learn how Build2 games could have looked like. Sadly, Silverman hadn’t seen the project through, so we didn’t get any games built with the second iteration. The developer shared a build of the engine you can now download. You will also get an editor and some script samples.
Some new features of BUILD2 over the classic Build Engine:
- Native Windows, 32-bit color, 6 degrees of freedom, pure CPU rendering
- Native support for the sector over sector (SOS).
- Advanced lighting system with true dynamic shadows, colors, spotlights.
- Multi-user editing with client-side prediction.
- Powerful scripting compiler in EVALDRAW.
- Full RGB color mapping.
- Voxel sprite support.
- Skybox support.
- No sector/wall/sprite count limits.
Silverman states that he started developing Build2 back in 2006 and introduced it in a summer camp in 2007 to give kids an idea on how to make 3D games and gather some feedback. After a few years, enrollment dropped off at the camp, and Silverman lost interest.
This move can probably be linked to the recent release of 3D Realms’ Ion Maiden created with Silverman’s Build engine.
The news is kind of sad, but it’s still nice to get your hands on the second version of the legendary engine, right?