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Thanks. While it still is too much centered for an effect that comes from all sides (which is unlogical anyway, when you look at the shading of the trees), it could be faded in and out dynamically when one is looking at the actual sun, or where the sun would be. The effect adds only a few hundred Tris to the scene, and they are blended in in add-mode, can be put in front of everything with EntityOrder, so this ray-mesh isn't the bottle-neck. One thing that is slow is to copy this render to the texturebuffer, even with the 256-flag. Render to texture would be faster. I think I remember I was able to do that using the FastLib for Blitz3D. The other burden is the render itself. This can be optimized by hiding the grass and maybe the bushes temporarily. And of course, as mentioned in the code, using EntityColor to turn the trees and the ground black during this render, rather than using WritePixelFast as in this demo (which I do in the experimental version of relic hunter). However, in the end of the day it really is an additional render, just like a cubemap would be, or some other fancy stuff, so we have to take the polycount into account. That said, when I first tested the trees without LOD, I threw 600k tris at my cheapo onboard card (AMD Radeaon R3) and it rendered it like a 1-cube scene, I guess 60 fps. So I'm getting a bit wasteful in terms of polycount. Maybe 1000 Tris for a tree is still too much  (could be made less dense in the pine tree code). I guess DX7/Blitz3D still forces us to do more lowpoly as it lacks of certain FAST features, like shaders, automatic LOD, render to texture etc. But I can't help myself, I had unity installed, and mildly put, I didn't like it. Also, these days there are so many engines out there, I could spend my whole life just to test them, and from past engine-tests I know it usually gets you nowhere. Still, a Blitz3D to WebGL converter would be very nice.