akachan ningen
Member
that's a penis
that's a penis
Power of the point clouds and thinking outside the box.How is that even possible on a PS4? damn.
If my content creating abilities matched my imagination, I'd make my own little dystopic odyssey when this game comes out. Unfortunately, as LBP very well proved, I'm shit at designing levels.
I'm actually really good at level design, used to stream LBP3 create mode. My problem is giving everything purpose. I would be the guy who builds a bunch of movie sets but has no script, story, or actors so it's just there.
I'd love to be able to make things in Dreams for people to use in their own levels since we know that will be something we can do.
Also those screenshots are amazing, PGW can't come fast enough!
Power of the point clouds and thinking outside the box.
From the Siggraph abstract, their approach is a little different than I anticipated in the post quoted above.
At the base would still be these signed distance functions, each leaf in the csg tree would be a sdf, and their parents would be some boolean operation.
They're still filling out an explicit representation, a volume texture (signed distance field), from those functions.
But unlike the presumption in the above post, I don't think they're casting a ray through the signed distance fields. They're generating point clouds at various resolutions and then rendering that. They could represent and render the point cloud with triangles and rasterisation, but since they say there are no triangles, they are perhaps doing something else, like maybe splatting the points from a different representation in GPU memory.
I'm kind of curious why there's the intermediate step of generating signed distance fields, though, why they don't generate the point clouds directly from the csg tree and its functions... Maybe the distance fields serve other purposes (e.g. in physics) that the point cloud wouldn't be so suitable for, but the point cloud is more efficient for rendering.
Anyways, we'll find out for sure shortly! Interested also to see the approaches they abandoned.
The full res image of the talk's preview image is quite stunning o_0 Bronze-y, oil painting-ish.
http://i.imgur.com/inVqCD1.jpg
This is from their current engine.[/QUOTE]
I REALLY want to see more of this in motion.
I feel like this will be one of those games, much like Little Big Planet was and is, where you'll get more out of playing other people's levels than making your own. It would probably take a lot of commitment to learn all the intricacies to be able to make something amazing.
However in saying that I think we will be blown away by other people's efforts.
Another native res shot from the current renderer:
Another native res shot from the current renderer:
Can you continue this analysis based on the new info. Your summaries are easier to understand.
Where are you getting these screens from?
If you open the full res slides in adobe reader, you can select the images and copy/paste them into paint or whatever to see the original (native res) asset.
There are things I don't fully understand, like the memory consumption for all this. It seems like it could be a lot for even one object, but I guess I am missing something...
BTW, does this point style rendering mean that in essence they won't be able to get rid of the noise (flecks on clean coloured material) that is pretty noticeable in the trailer?
It seems like this is how they create the dream like feel of things becoming more or less stylised, more or less 'solid'/ethereal, and how you can have different objects in the same scene at different levels of coarseness/stylisation.
Alex Evans replied to a tweet of my feeble self, power of twitter!
https://twitter.com/mmalex/status/631573646050525184
Of all the 3d talk and hard work he mentions, I asked whether there was a 2d path we could take, he said he's sure we could find a way.
I hope he doesn't hate me because he has spent years perfecting the 3d engine and I came up asking about 2d stuff right after his presentation
https://twitter.com/LondonStudioHQ/status/631757913833480192@LondonStudioHQ
We're at the Project Morpheus Content Creators event in London. It's going to be a fun day!
"this was the first time I got specular in the game! two layers of loose splats, the inner layer is tinted red to make it look like traditional oil underpainting. then the specular
hi lights from the environment map give a real sense of painterly look".
Another native res shot from the current renderer:
But I was told the PS4 was a weak low tier PC.
/s
This picture is nuts.
Looks great full res, yeah.The full res image of the talk's preview image is quite stunning o_0 Bronze-y, oil painting-ish.
This is from their current engine.
So! now the plan is: generate a nice dense point cloud on the surface of our CSG sculpts.
EVERYTHING is going to be a point cloud. the SDF becomes an intermediate representation, we use it to spawn the points at evaluation time, (and also for collision. but thats another talk)
we started from the output of the existing evaluator, which if you remember was hierarchically refining lists of primitives to get close to voxels on the surface of the SDF. as it happens, the last refinement pass is dealing in 4x4x4 blocks of SDF to match GCN wavefronts of 64 threads.
I feel like this will be one of those games, much like Little Big Planet was and is, where you'll get more out of playing other people's levels than making your own. .
The point of Dreams is collaboration. So I have no doubts you will fit right in.
I am the exact opposite of you. I am always dreaming of context, high scenarios and trying to find meaning, even if absurd, that connects all the pieces together. I did one collaboration project in LBP2 and it was the most fun I had with any online gaming experience. There is no better stuff than trying to reach some crazy idea while at the same time having other people working with you towards that goal.
Wow, really impressed with the style they've achieved. Looks absolutely gorgeous. This strokes my desire to merge surrealism, creation, and games together greatly. Really hope their creation tools allow for some unique environments and models to be made and not just a copy+paste template affair. Seems like something that'd be a nightmare to design and implement.
But I was told the PS4 was a weak low tier PC.
This is going to be so awesome, can't wait to see what the community creates.
Also, can't wait for the nightmares people will create D