Ghost of a Tale - Dynamic Vegetation

Myrthos

Cave Canem
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In this update for Ghost of a Tale, Seith explains how he implemented dynamic vegetation in the game.

The reason why I developed this system is because I don’t like it when I see vegetation behaving like the vertex are warping and stretching unnaturally around a sphere or capsule shape (even in AAA games). If I were a shader wizard maybe I would have come up with a super smart shader that would give me what I need, alas I’m not. So I had to find another way…

The main idea is what happens around Tilo should be high quality while the rest should stay as cheap as possible (nothing new here).

In this example the fern objects are made of two models:

  • A static one (a simple mesh with usual LODs)
  • A dynamic one (same model as LOD0 but the stems are skinned to a couple of joints). Technically each stem only uses 2 bones (the end one is not part of the skinning).
More information.
 
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I wonder, will the physics work the other way? I.e. if the rodent runs into a branch, will he fall on his arse? Will he have tough slogging trying to run through the brambles? :)
 
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