Brad Wardell's views about technology, politics, religion, world affairs, and all sorts of politically incorrect topics.
Published on June 21, 2009 By Draginol In Elemental Dev Journals

One of the cooler technologies that has really come of age in the past few years is level of detail. It doesn’t get as much attention as it deserves.

But it’s a big, big deal in terms of letting us make a game that scales seamlessly from an old laptop all the way up to a Core I7 system with a monster video card.

Level of detail lets us seamlessly use different models and assets depending on the level of detail a user needs.

To illustrate this, let me use something as simple and basic as the cloth map in Elemental.

 

Detailed:

image

A nice simple picture right? You can’t easily tell but it has a nice texture that makes it feel like it’s part of a cloth map (ah, screenshots are so limiting sometimes).

image

Zooming out, now a different image is used that uses less memory.

image

Zoom out further and now you can probably tell that a different image is used.  But when zooming out quickly, the transition is subtle.

image

Zooming out even further yet a simpler version is brought up.

So why do this?

Because by doing this, you can have a much much more complex world and a lot “fancier” graphics than one would expect to be able to have even on slower systems.

Level of Detail as evolved over the years in response to the demand that people be able to have their cake and eat it too – people with high end systems should get beautiful graphics and people with older systems should still be able to play an attractive game at a decent speed.

And bear in mind, this is alpha level here. We haven’t even started working much to make it “pretty”.

In our case, we want to have randomly generated worlds that are FULL of lots of exciting things without having to compromise.


Comments (Page 3)
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on Jun 22, 2009

Those mountains, forests, and waves look beautiful! *Follows the thread*

on Jun 22, 2009

This is a sample of the Icon Sheet we make for the various Cloth Icons. Our task was to make images that 'look like something Aragorn would draw', and we've found it suprisingly hard to make quality assets that look sloppy (the two being obviously contridictory). I think our current pipline will result in some great looking stuff that completely fits right in the world (and scales nicely, to boot)!

on Jun 22, 2009

I guess the next question then is if you make a mod that only has one piece of art for the thing in question, will it try to show that thing all the time? How many scaled levels are required?

The engine spoorts DDS and PNG's by default (it'll look for a file's *.DDS first, then look for the PNG version). If it reads in a PNG, then DirectX will be in charge of the MipMaps...the DDS file's we've been making have been using 4 levels of detail.

on Jun 22, 2009

Something like that would be a part of the mod tools though, correct? We've only seen a few screenshots of the modding things, but it does look like they let you put together the pieces to make it. So, for example, when we're creating a new building would we have all the existing assets at our disposal and we just put them together to make a building that looks like how we want it?

And as a question out of curiosity - how many of these images are there for each object? Would the modders have to make all of them as well, or would the game do okay just scaling/sizing one?

Sorry for all the modding questions, but you guys have big hopes for the modding scene for Elemental, and so do we

Edit: Oh you beat me on my curiosity question.

on Jun 22, 2009

We just put together the final icon in CorelDraw or Photoshop, so there's no reason we can't upload all our icon assets for the modders to use...it'd lend ALOT to artistic continuity.

on Jun 22, 2009

BoogieBac
We just put together the final icon in CorelDraw or Photoshop, so there's no reason we can't upload all our icon assets for the modders to use...it'd lend ALOT to artistic continuity.

 

That's great to hear. My biggest worry since getting the first glimpse at Elemental was that it would be rather difficult for most modders to replicate the art style closely enough that it fits in.

on Jun 22, 2009

Same here. I wonder if there will be supplemental art released later that does not appear in the vanilla game itself?

on Jun 22, 2009

Some righteous stuff here. I'm glad to see this issue is a primary concern for SD. Those of us with God boxes thank you for your consideration SD.

on Jun 22, 2009

Scoutdog
Same here. I wonder if there will be supplemental art released later that does not appear in the vanilla game itself?

I wouldn't count on what you would imagine being supplemental art.. there might be stuff the artists make that doesn't get used, but I doubt that they would be making extra icons and other materials just for modding purposes.

on Jun 22, 2009

Actually we plan to release a ton of stuff to help with modding.

on Jun 22, 2009

Then I'll go   again!

Been around SD for a couple years and you still surprise me once in a while.

on Jun 22, 2009

Frogboy
Actually we plan to release a ton of stuff to help with modding.

 

on Jun 22, 2009

Ooooh..... cool. 

on Jun 22, 2009

BoogieBac


This is a sample of the Icon Sheet we make for the various Cloth Icons. Our task was to make images that 'look like something Aragorn would draw', and we've found it suprisingly hard to make quality assets that look sloppy (the two being obviously contridictory). I think our current pipline will result in some great looking stuff that completely fits right in the world (and scales nicely, to boot)!

 

I'm such a nerd, Icon sheets make me very happy.

 

*Save as...*

on Jun 22, 2009

Question how this is going to be presented in alpha.  Are we going to see multiple layers of icons?  Meaning, for example, 3 different icons at different levels of zoom before we zoom into the 3D map. 

I understand that not all the cloth map art will be done, assuming some redundancy and placeholders for a while.  But curious how much detail the cloth map will be showing when zoomed as far as we will be zooming in alpha.

 

...and maybe someone can ask better than I, not sure how to word it. 

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