Future plans!

Xavyiy

29-05-2009 14:24:47

Hi all!
Now that I've finished my 08/09 university year, it's time to start working on Hydrax 0.6 :)

Here is a little ToDo list:
Version 0.6:

Library:
* Improve underwater rendering. Update underwater depth calculations based on the distance, like the Crysis(Crytek) approach.
* Improve Perlin and FFT normal map generator shaders
* Out of the box Ogre 1.7.0 'Cthugha' support
* Full SkyX(http://www.ogre3d.org/forums/viewtopic.php?f=11&t=48414) integration support

Examples:
* Advanced example: using custom textures for depth calculations(0.5 version feature)
* Advanced example: creating ship trails(decals).

Tutorials:
* Creating custom geometry and noise modules

Waiting your ideas :)

Xavi

steven

29-05-2009 14:29:08

Impatient to test the 1.7.0 support

* Sea foam (near the shore and at the apex of big waves). Perhaps dependent on wind.
* Callback when waves hit the shore for example to trigger sound.

Zonder

03-06-2009 20:58:30

Yeah a wave system would really good.

With that and the improved depth rendering I can't see how much more you really can do !! :)

boyamer

03-06-2009 22:09:14

Interaction with Physics Engine would be nice,like water buyonacly,riples :)

DanielSefton

04-06-2009 11:02:59

Sounds nice :)

I think performance improvements should be high on the list too. I'm not sure how you want to go about that though. Perhaps some kind of visibility occlusion - that would speed things up nicely for us big world/terrain folks. :)

Just a thought, but the scattering of sunlight on the water could be improved I think. It doesn't really glisten, for example like this or this.

tsmithtree

09-06-2009 05:08:25

Hey, thanks for making Hydrax!!

The only feature that I'd really like to see is some sort of waves system like the people above mentioned. Right now, the only thing missing from my beaches are waves splashing up on them. If you implement this, definitely have a callback like the poster above mentioned for stuff like sounds.

tuan kuranes

09-06-2009 09:36:02

Hi all!
Waiting your ideas :)


Features Ideas:

- Integrated LOD:
Dynamically change upon camera "height" distance to water (switching to simple plane with shader like Ogre Ocean Demo on bird/plane view, and to simple plane with texture on satellite view)

- A system to render multiples lakes at different heights (like paged geometry, using texture "watermap" that superposes heightmaps to place lakes)

Interesting Readings :
- Real-time animation of liquids and river surfaces :
http://artis.imag.fr/Publications/2009/YNBH09/ (river flow using particles.)

- Screen space Water with foam (shader included)
http://www.gamedev.net/reference/articl ... le2642.asp
(might be easier for lakes than grid based system)

Sovaka

10-06-2009 05:32:48

Those water caustics look awesome, bundle that with shore waves/foam... The very definition of sexy!

As another has said... There isn't a lot that you can do on top of.
Unless...

With SkyX you take it that one step further and integrate a weather system of sorts.
Can anyone say; 'Violent Sea Storm'?

:D

That would look awesome.

al2950

11-06-2009 09:09:58

Looks like you have got quite a few ideas/wanted features here!!

A few months back you spoke about adding mulitple camera support and multi-threading, are still planning on doing this???

Angus

compvis

22-07-2009 04:36:12


Waiting your ideas :)
Xavi


Hydrax:
Supporting collision effects. Somethings drops down water face and somethings fall all around...
Ship runs on water and generates waves.... and so on ... :D

SkyX:
Can change speed of cloud, this feature not exists in Caelum

Sorry for my claiming !

stealth977

22-07-2009 13:09:59

The speed of clouds can be changed in Caelum, you set the layers X and Z displacement per update.

ismail,

Fish

22-07-2009 13:23:51


SkyX:
Can change speed of cloud, this feature not exists in Caelum !


I don't mean to hijack this thread, I just wanted to correct compvis.

compvis: Of course changing cloud speed exists in Caelum and it's very simple.

// First, create your cloud layer.
Caelum::FlatCloudLayer *layer = mCaelumSystem->getCloudSystem()->createLayerAtHeight(2000);

// Second. set the cloud speed.
layer->setCloudSpeed(Ogre::Vector2(0.000025, -0.000045));

// Third, set the cloud density.
layer->setCloudCover(0.5f);


-Fish

compvis

23-07-2009 03:51:14

if i set mSkySystem->getUniversalClock ()->setTimeScale (1);
then clould didn't move !!!!

My goal is the sun moves slowly while the clould moves with any speed (depends on wind)

stealth977

25-07-2009 07:25:18

if i set mSkySystem->getUniversalClock ()->setTimeScale (1);
then clould didn't move !!!!

My goal is the sun moves slowly while the clould moves with any speed (depends on wind)


if you set time scale 1, then set very high scales for cloud speed and they will move

ismail,

compvis

27-07-2009 03:06:35

if i set mSkySystem->getUniversalClock ()->setTimeScale (1);
then clould didn't move !!!!

My goal is the sun moves slowly while the clould moves with any speed (depends on wind)


if you set time scale 1, then set very high scales for cloud speed and they will move

ismail,


awesome, i'm successfully !

Fish

27-07-2009 12:45:29


awesome, i'm successfully !


I guess you missed this thread. :roll: Anyway, glad it's working for you.

compvis

28-07-2009 02:33:17

To Fish:

Yes, thank you so much !

boyamer

12-08-2009 11:28:28

when do you release new version?

Tiser

10-09-2009 03:46:53

I don't want this to sound like a whine but I have to say this because I love what you are doing and it's perfect for my project but Hydrax is currently unusable, it's just too slow. In my project for example it brings FPS to 25% of what I get without hydrax, and I know it's the same for others, I've heard many people say that hydrax is too slow. So all those features you are planning to add seem a little pointless unless you fix the performance problems. So, can we expect an improvement in this sense?

I read in this thread your explanation of the current performance problems. About the CPU bottleneck, those operations should definitely be multi-threaded so that should be a priority feature in 0.6. About the GPU bottleneck you say the following:


But we mustn't forget the GPU cost, which need to render the scene for 3 times.. and it's a significant cost, unafortunately
here are few solutions, some games use only 2 RTT, one for reflection and refraction-depth, the latter two together into one,
but this need to modify the user materials, and a plugin mustn't do that.


This is preetty unfortunate, as the users of the games we are doing couldn't care less about what is proper or not ;) Couldn't you give us the option at least and we can modify the materials ourselves? I just want you to know that I don't mind doing a lot of extra work in order to improve performance and I'm sure it's the same for many others. It would be nice to have the option.

Also we need more flexibility to improve performance at the cost of quality, I'm experimenting what's explained in this thread, i.e: no matter what I do the performance hit stays almost the same.

And last but not least, could you offer some tips about what can we do to improve performance in the meantime?

About the planned features themselves I like this one the most:


Improve underwater rendering. Update underwater depth calculations based on the distance, like the Crysis(Crytek) approach.


Definitely need that.

Anyway, you are doing a great job, so keep it up, and thanks for sharing.

boyamer

09-10-2009 08:42:56

Consider FPS please,Hydrax is very very good,but its also FPS killer,i'm consider using in into my project,
so please make it usable for games and so!

Counting on it,maybe i can help you out :)

th3flyboy

15-10-2009 19:17:18

Personally, I would like to see:

Foam effects on the tops of big waves, and when waves crash into land
The callback option stated earlier to allow for sound when the waves hit land
Physics implementation to allow for interaction with the water (bullet physics is showing some serious potential right now)
Running water implementation, to allow for rivers and streams.

Overall, the main thing is just that the water is as realistic as possible.

ggraz

04-12-2009 22:48:49

Hello,

i'd like to package hydrax for Fedora, where is the vcs for the project? I couldnt find it anywhere.
Also, are the demo sources/media under the same license as the library?