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will2k

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  1. Like
    will2k got a reaction from mr.P in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    @ mr.P: I'm ready , nothing beats going back to being 20.
    In another note, many people have contacted me and expressed interest to know more about the subject of PVS and visibility calculation, so I guess I'll write a follow up article that goes into a little more detail about visleaves and PVS (portal generation, anti-penumbra clipping, source/destination/generator leaves, clip planes...)
  2. Like
    will2k got a reaction from Squad in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    @ mr.P: I'm ready , nothing beats going back to being 20.
    In another note, many people have contacted me and expressed interest to know more about the subject of PVS and visibility calculation, so I guess I'll write a follow up article that goes into a little more detail about visleaves and PVS (portal generation, anti-penumbra clipping, source/destination/generator leaves, clip planes...)
  3. Like
    will2k reacted to mr.P in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    @Squad ...yay I know, lets built a time machine and send back will2k in time!
  4. Like
    will2k got a reaction from mr.P in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    @ Vaya: Thanks mate, truly appreciate that
    @ Squad: Thank you my dear friend . I really miss those early days of level design (1999-2002) even with the scarcity of tutorials and resources at that time. I guess getting older makes one feel nostalgic
  5. Like
    will2k got a reaction from Squad in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    @ Vaya: Thanks mate, truly appreciate that
    @ Squad: Thank you my dear friend . I really miss those early days of level design (1999-2002) even with the scarcity of tutorials and resources at that time. I guess getting older makes one feel nostalgic
  6. Like
    will2k reacted to Squad in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    Once again, a great article! If only well-documented stuff like this was available 15 years ago ... 
  7. Like
    will2k reacted to Vaya in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    Just two subreddits - csmapmakers and hammer
    got a bunch of upvotes each but no comments :/
  8. Like
    will2k got a reaction from jackophant in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    @ Vaya: Hey buddy  thanks for all the support, means a lot. Mind sharing where you spread the love ?
    @ Jackophant: Jack, to answer your question, I will probably need to write a new article
    I'm no 3D Guru or game engine expert by any means, but I can still shed some light on your query
    Visleaves/BSP/PVS are old, 1980s-1990s old. Id Software pioneered this approach with Quake since the game was basically a "corridor" shooter and software rendering was all the rage. Using pre-computed visibility between spatially-arranged portals/cells made perfect sense at the time. Source engine still relies on the same principles of Quake therefore uses the same approach.
    Visibility from a point in real time depends on hardware advances (GPU mainly). With the huge evolution of GPUs nowadays, I believe most modern engines use one or a combination of real time visibility methods/algorithms (view frustum culling/bounding boxes-spheres, back-face culling, occlusion culling, hardware Occlusion Queries, hierarchical Z-buffer etc).
    If you come to think of it, Source, on top of its pre-computed visibility matrix and visleaves, does include some real-time visibility from a point in the form of screen-space occlusion. The occluders in Source work in real time (not computed during vvis) and they dynamically occlude props while you are moving around them and relative to your view frustum (your FOV). Areaportals also offer view frustum culling effect which dynamically hides parts of the visleaf's content relative to your position to the areaportal.
    In this regard, Source is better than totally static GoldSrc engine and Quake engine, but it is still...old and VERY limiting compared to most newer engines
    Hope this helps clear things out a tad (the topic you asked is huge in scope and is the theme of many dissertations/theses - I probably know 1% about this vast subject )
    Cheers
  9. Like
    will2k got a reaction from Squad in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    @ Vaya: Hey buddy  thanks for all the support, means a lot. Mind sharing where you spread the love ?
    @ Jackophant: Jack, to answer your question, I will probably need to write a new article
    I'm no 3D Guru or game engine expert by any means, but I can still shed some light on your query
    Visleaves/BSP/PVS are old, 1980s-1990s old. Id Software pioneered this approach with Quake since the game was basically a "corridor" shooter and software rendering was all the rage. Using pre-computed visibility between spatially-arranged portals/cells made perfect sense at the time. Source engine still relies on the same principles of Quake therefore uses the same approach.
    Visibility from a point in real time depends on hardware advances (GPU mainly). With the huge evolution of GPUs nowadays, I believe most modern engines use one or a combination of real time visibility methods/algorithms (view frustum culling/bounding boxes-spheres, back-face culling, occlusion culling, hardware Occlusion Queries, hierarchical Z-buffer etc).
    If you come to think of it, Source, on top of its pre-computed visibility matrix and visleaves, does include some real-time visibility from a point in the form of screen-space occlusion. The occluders in Source work in real time (not computed during vvis) and they dynamically occlude props while you are moving around them and relative to your view frustum (your FOV). Areaportals also offer view frustum culling effect which dynamically hides parts of the visleaf's content relative to your position to the areaportal.
    In this regard, Source is better than totally static GoldSrc engine and Quake engine, but it is still...old and VERY limiting compared to most newer engines
    Hope this helps clear things out a tad (the topic you asked is huge in scope and is the theme of many dissertations/theses - I probably know 1% about this vast subject )
    Cheers
  10. Like
    will2k reacted to jackophant in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    How current are visleaves? For modern game engines, is visibility from a point more common than visibilty from region? Vice versa? Something completely different?
    Using the regional basis sounds like less computing, but more of an optimisation nightmare rather than culling on the fly of point based?
    Another good read  Thanks
  11. Like
    will2k reacted to Vaya in My newest article " Demystifying Source Engine Visleaves "; cheers and enjoy http://g   
    posted around a little should help people loads.
  12. Like
  13. Like
    will2k got a reaction from Vaya in Published a new article titled "Comparative fps study in Source Engine Optimization S   
    @ nikkoship: Haha, thanks
    @ Vaya: Hey mate, thanks for dropping by
    As I mentioned in the article, the drop for props fading will be relative to the amount of props and to the openness of the map; the 2 locations I chose are fairly open and highly detailed to showcase a good variation but still the drop was not that big due to the hints and areaportals as I mentioned in the article. If I had chosen an interior location with twisted corridors and fewer props, then obviously the drop would have been negligible.
    Thanks again for your support, appreciate it
     
  14. Like
    will2k reacted to Vaya in Published a new article titled "Comparative fps study in Source Engine Optimization S   
    interesting to read about prop fade. I assumed it would make minimal difference on a map with proper hints and area portals..
  15. Like
  16. Like
    will2k got a reaction from mr.P in Published my latest article titled " Common Misconceptions in Source Engine Optimizat   
    @ mr.P: Thanks a lot for your kind and encouraging words, appreciate it mate
  17. Like
    will2k reacted to mr.P in Published my latest article titled " Common Misconceptions in Source Engine Optimizat   
    mandatory reading for anyone doing stuff in source,
    read up on the rest of your stuff over at gamebanana, its good! too bad I rarely have time to hang there more often D:
  18. Like
    will2k got a reaction from Squad in Published my latest article titled " Common Misconceptions in Source Engine Optimizat   
    @ Squad: thanks mate for your continuous support and motivation boost . Cheers
  19. Like
  20. Like
    will2k got a reaction from Squad in Off to Lapland, Sweden. Back in about two weeks, if I don't run into a bear or a herd   
    If you ever run into a bear, just tell him you're the creator of de_zoo; he'll probably would want to be friends
    Take care and enjoy your vacation
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