Thanks. I almost scraped the old "engine" and started to redesign and rewrite it + editor for the levels. It's not optimized at all and it isn't instanced yet. The impostor texture is a placeholder, so looks a bit unnatural.
Thank you. As for the LOD, it uses an approximation billboard (which in my case is from a different tree) and a bump-mapped, self-shadowed mesh in camera proximity. The meshes near camera aren't instanced, but the billboards are in fact.. I expect it to be much faster when I implement mesh instancing and draw them in one call.
wow you are making a lot of progress. That's very much along the line of what I want to do with Newton Editor, I just release SDK 2.21 with the skeleton of Netwon editor. It want to make it a Content Editor for Physics and Graphics assest. It will also be a light weight solid geometry modeler. it is empty now,
Are you doing you in cpp?
My idea is to make a Open Source Comunity Project, where everyone can contribute if they want. It will not be a Game Engine It will load and save native xml format and will also import and export assets in Collada format, so that any graphics engine can use it. It will however have a Runtime display for seem the level in action.
But I have a long way to go, compared to what you have. Leadwerk and your terrain ediotor is very very coll.
Thank you Julio! Yeah, I said in other thread, that I intend to release that engine and the editor for free. The license will be probably a copy of Newton license. Yep, the engine is written in VC++.NET with DX9.0c and the editor is written in Borland C++ Builder. They share a plain "C" interface. When I polish it a bit, I'll release a beta.
Well, yeah..it's pretty small i guess. The engine already supports LOD for the geometry, occlusion culling and hierarchy tree culling. I will try to make a much bigger scene and see how it copes with that. In theory there should be no problem for the memory and fast culling, because the the spatial tree leafs store only pointers to a struct that has a 4x4 matrix + pointer to the geometry, so I assume doubling the scene size won't hurt the performance, as long as the geometry that falls in the view frustum stays relatively small. But that's just in theory. The sound track is - Vivaldi - Four Seasons (Winter)