I've been beavering away at an FPS engine for the past 3 days and I've created a sort of mesh LOD system mainly for the real-time lighting.
The whole point of my LOD system was originally for real-time lighting (plus the fact that a LOD system is bloody handy anyways for the polys).
So, to explain - I increase the polys on the meshes as you get closer to them with a dynamic light-source and reduce them as you walk away. If the player is not using a dynamic light-source (or has one switched off) then there is no need to do anything until they suddenly turn the dynamic light-source on (if they have one).
I did this as it was clear (well to me it is) that I only need higher poly-counts when close to a mesh where a light source is hitting it. I found that as the distance of the camera increases, I could drop the poly-count of the mesh with no really noticeable visual effect to the observer. In a nutshell, a mesh that is not lit and is flat (ie a wall, floor, ceiling, etc) can be low-poly as hell because it is flat.
It should be noted that my level geometry is created on-the-fly - I'm not loading geometry, I'm constructing the level, via coded data, as the player moves through it.
Anyway, just as I was basking in my glory (about 10 minutes ago) - I was taking a look at some of the Leadworks engine tests that "halo" has posted in the past and noticed he had very low polys on his walls. However, the Leadworks engine features 'dynamic volumetric lights' - I assume this would mean something like a torch, etc.
So, is he lighting the textures in some way?
My problem is that I thought I had been quite clever in realising you don't need constant high-polys to do decent lighting and overcame this with the LOD system. However, am I barking up the wrong tree here? "halo" is clearly not using high poly counts in the walls of his test level (the warehouse one with the double steps up to the windows).
Am I way behind here in my thinking - is it the norm to do the lighting to a texture?
Has anyone got any thoughts here? There must be a fair few Blitzers who have started an FPS.
How hard is it to implement a system to light textures rather than geometry? It's a concept that I don't really grasp.
I'm assuming that is what "halo" is doing as his walls are very low-poly, however, I've not seen any of his levels to see his 'dynamic volumetric lights' in use. Any Leadworks users who can check its real-time lighting on walls and also check the polys on those walls?
I don't mind carrying on with my system, but I now feel a bit 'out-of-the-loop' if I am the only person that would create a mesh LOD system for lighting when there is no need to.
I hope this post makes sense.
The whole point of my LOD system was originally for real-time lighting (plus the fact that a LOD system is bloody handy anyways for the polys).
So, to explain - I increase the polys on the meshes as you get closer to them with a dynamic light-source and reduce them as you walk away. If the player is not using a dynamic light-source (or has one switched off) then there is no need to do anything until they suddenly turn the dynamic light-source on (if they have one).
I did this as it was clear (well to me it is) that I only need higher poly-counts when close to a mesh where a light source is hitting it. I found that as the distance of the camera increases, I could drop the poly-count of the mesh with no really noticeable visual effect to the observer. In a nutshell, a mesh that is not lit and is flat (ie a wall, floor, ceiling, etc) can be low-poly as hell because it is flat.
It should be noted that my level geometry is created on-the-fly - I'm not loading geometry, I'm constructing the level, via coded data, as the player moves through it.
Anyway, just as I was basking in my glory (about 10 minutes ago) - I was taking a look at some of the Leadworks engine tests that "halo" has posted in the past and noticed he had very low polys on his walls. However, the Leadworks engine features 'dynamic volumetric lights' - I assume this would mean something like a torch, etc.
So, is he lighting the textures in some way?
My problem is that I thought I had been quite clever in realising you don't need constant high-polys to do decent lighting and overcame this with the LOD system. However, am I barking up the wrong tree here? "halo" is clearly not using high poly counts in the walls of his test level (the warehouse one with the double steps up to the windows).
Am I way behind here in my thinking - is it the norm to do the lighting to a texture?
Has anyone got any thoughts here? There must be a fair few Blitzers who have started an FPS.
How hard is it to implement a system to light textures rather than geometry? It's a concept that I don't really grasp.
I'm assuming that is what "halo" is doing as his walls are very low-poly, however, I've not seen any of his levels to see his 'dynamic volumetric lights' in use. Any Leadworks users who can check its real-time lighting on walls and also check the polys on those walls?
I don't mind carrying on with my system, but I now feel a bit 'out-of-the-loop' if I am the only person that would create a mesh LOD system for lighting when there is no need to.
I hope this post makes sense.