[DEV DIARY 21] Progress Report

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OldSnake
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[DEV DIARY 21] Progress Report

Post by OldSnake » Mon Oct 12, 2015 10:56 am

Hello everyone !

Here is the Dangerous Rays dev diary 21.

1- Audio DSP Effects

Following my work on the new audio system, i have added audio DSP effect support. DSP effects can add various dynamic sound effects like echo, lowpass filter, reverberation...
This system still need some tweaks but it's already working pretty nicely.

2- Vegetation Rendering Performances Improvements

I have optimized the vegetation system quite heavilly. The old system used in alpha 17 version was causing some micro freezes when the player was moving.
The old vegetation update system was sometimes taking almost 7 milliseconds CPU time per frame wich is pretty big and cause those micro freezes.
The new vegetation update system now take approximatly 0.5 to 1 millisecond CPU time per frame. Much better isn't it ? Now those micro freezes are eliminated and the game feel more "smooth".

3- Console Improvements

I have also improved the ingame console. The console now display everything that is logged into "debug log" file so you can see much more information about what's going on inside the Dangerous Rays engine.
This could help players willing to report bugs to better see what's could cause some issues by looking at the messages displayed in console. The suggested command list works better and finally multiples commands parameters are supported so the exposed console commands can be more complex.

Image

4- Terrain And Forests Procedural Generation

I have started to work on the new world procedual generation system. Alpha 17 version was generating some decent environment but i was not satisfied enough with it.
Thanks of all improvements i have made in the engine, i think i can do a much better job now. So i have started with terrain and forests generation.

The terrain relief is now more flat to allow some villages and cities to be added more easilly in the future but don't worry in the future i will add some zones in the world with mountainous terrain.

Regarding the forests they are now generated by using my new "noise map generator" system. I am first generating random perlin noise map like this at runtime:

Image

Then after that i am generating forests trees based on this perlin noise map. This make some nice forest areas all over the terrain.
Alpha 17 version forests were a bit monotonous because they were generated almost on hills only. This "problem" is fixed now.

Image

Of course what you can see on this screenshot is "Work In Progress". A lot of tree types and size will be added in the final alpha 18 version.

5- Roads Generation Improvements

Xavier (see: https://www.dangerousrays.com/devteam) is working on roads generation system and he is making some very nice progress actually ! The roads network generation is much faster than before and the new system will allow me to code the generation of some villages and small cities in the future. For your reminder here is the list of changes and improvements in this area of the development. Screenshots of those improvements are coming soon.

- Huge performance improvements
- New terrain alignment to roads system
- Improved roads smoothing algorithm
- Added blending effect with terrain support at road start and end point
- Fixed temporary frame rate drop after player spawn
- Reduced memory footprint and consumption
- Improved rendering performance
- Improved roads occlusion culling system

As always thank you for your support and thank you for being more and more active these days, your comments are really appreciated. You guys are awesome.



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Seneral
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Re: [DEV DIARY 21] Progress Report

Post by Seneral » Mon Oct 12, 2015 12:10 pm

Very nice looking screens and great progress you're both making:) Nice to see Xavier is supporting you that great:)

Regarding terrain generation, I remember I posted about that topic in the past already, but I just want to suggest you again;)
I'm used to work with a very powerful tool for terrain generation with Unity (Terrain Composer). Why should anything from Unity interest DR developement? Because this tool can produce amazing results! My hope was you can adapt parts of that generation structure to DR:)

I'll quickly explain why it's so powerful:
It's made of a layer system, for each output: Height, color, grass, trees, objects - everything.
Layers react to perlin noises, height, steepness, splat textures, everything! That gives a great amount of control on what you want to generate.
As an example, mountain grass generation: It's a special type of grass only found in high areas not too steep, and it obviously, cannot grow on rock. That's no problem with that generation structure. Even more complex terrain modification like terrace are possible with it;)
Best of all, it's easily extendable and can be tweeked, stored in XML, you name it:)

Structure is as follows:
Layers : Main control over children (perlin strenght, scale, ...)
- Filter : Hold modifications, specifying Blend type, like add, multiply, change, ...
-- Curves : Provide Modifikation, like Perlin, constant, etc, modifyable by a curve
-- Mask : Masks the modification of the filter, based on any input : Random, heightmap, steepness, height, raycast, etc

If you plan on giving us control over terrain generation, which I would really appreciate, this is probably the best way to go:) I hope we can also manage resources the generation uses, like grasses, splats, objects and trees.
I'd also appreciate if we retain acess to all shaders, including terrain shaders, like we have right now;)

Thanks for your continuing work on DR, keep the heads up!
Seneral

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Re: [DEV DIARY 21] Progress Report

Post by OldSnake » Mon Oct 12, 2015 12:41 pm

This tool is a Unity extension and Dangerous Rays Engine is not Unity engine so i can't make any use of it :)

Of course this tool is very interesting but for now i can't spend so much time on the terrain generation as i have plenty of more things to do. Develop a tool like This Unity tool take a lot of time.

Modders will be able at alpha 18 release time or a short time after to have a complete control over the generation. I am planning to do a dev diary 100% focused on modding in a few weeks.

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Re: [DEV DIARY 21] Progress Report

Post by Seneral » Mon Oct 12, 2015 1:12 pm

I was aware you can't use it, obviously, I rather meant you could take a look at it because the approach for terrain generation it uses is amazing and can be used for DR generation, too;)
I don't know in what scale modders will be able to modify the generation system - but it would be easy both for you and the modders using that approach. Anyway, other stuff probably has priority...

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Re: [DEV DIARY 21] Progress Report

Post by OldSnake » Mon Oct 12, 2015 1:36 pm

Modders are going to be able to generate the terrain they want and spawn any game object (weapons, trees, buildings, grass...) where they want by using the scripting language integrated in the game engine. So making crazy stuff will be possible.

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Re: [DEV DIARY 21] Progress Report

Post by CKAT » Mon Oct 12, 2015 1:39 pm

Good job! The new procedural generation system is very nice. I don't really like the mountains in the game. I think the better they will be away from the main zone.

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Re: [DEV DIARY 21] Progress Report

Post by WensFR » Mon Oct 12, 2015 2:20 pm

Thanks for the dev diary OldSnake :-bd
Courage.

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Re: [DEV DIARY 21] Progress Report

Post by BerSeeker » Tue Oct 13, 2015 9:23 pm

great news
a bit of 3D fog and DOF and the game will look great :D

keep the good work !

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Re: [DEV DIARY 21] Progress Report

Post by Edarius » Wed Oct 14, 2015 7:54 am

Looks great, guys! I'm not around as often as before, but I keep an eye on the development and it's more and more promising! I can't wait to be back home on my computer for the Steam release. :D
Keep up the good work!

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