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#1 |
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Senior Member
Join Date: May 2002
Posts: 4,307
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http://movies.teamxbox.com/speedtree_pangaea.wmv
fairly impressive stuff. I have no idea where this is actually from (other than teamxbox) what hardware it's running on, or what it is supposed to represent, other than that it is realtime, and *not* prerendered CG edit: some quick googling turns up that its from Nvidia. |
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#2 |
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Stealth Nerd
Join Date: Jul 2003
Location: Sunny Melbourne
Posts: 1,112
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Or perhaps from SpeedTree.
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Human Rights [X---------|----------] Robert Menzies |
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#3 |
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Senior Member
Join Date: Jan 2003
Location: Zurich, Switzerland
Posts: 1,003
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It's integrated into the Unreal Engine 3.0, so you can guess where you will see those trees.
Fredi |
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#4 |
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Junior Member
Join Date: Apr 2005
Location: Adelaide
Posts: 50
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"SpeedTreeRT™ Named Sole Foliage Middleware Partner for Next Generation Xbox® Platform"
“Next generation Xbox players will quickly come to appreciate ― and expect ― SpeedTree powered titles.” Tracey Frankcom Xbox Tools & Middleware Manager |
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#5 |
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Junior Member
Join Date: May 2003
Posts: 45
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While I can definitely see the benefits of having a tool like this, I'm very concerned about what this will do to art direction. Sure, I'm aware that SpeedTree is very customisable, and you have a lot of freedom, but since it's so easy to just generate a bunch of trees, I'm thinking that we might see a lot of devs "cop out".
You know the whole "Nvidia-effect" syndrome, where every game used the same bump-mapping and texture effects. Everything looked the same. I'm worried you'll be able to look at a next gen tree and it'll scream "cut and pasted SpeedTree". The demo looks impressive but some of the trees just look boring Hopefully they'll bring this over to PS3 and Revolution though, or at least some variant. |
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#6 | |
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Naughty Boy!
Join Date: Feb 2002
Posts: 6,802
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Quote:
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I've got a working quantum computer prototype in my backyard. The only problem is, it crashes at temperatures above absolute zero therefore is not very overclocker friendly. |
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#7 | |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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Quote:
That's like "VirtuOrange™ Named Sole Orange Hue Calculator Middleware Partner for Next Generation XBox® Platform" or "SimulJumpTech™ Named Sole Platformer Jump Engine Middleware Partner for Next Generation XBox® Platform". Trees are models. Import them from a modelling package. There's lots of options there. Why's a whole middleware provider needed? What about grass? Flowers? Bricks? Are we going to see a Tarmac provider? Gah, the whole world's gone mad!
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#8 |
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Junior Member
Join Date: May 2003
Posts: 45
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To be fair, SpeedTree does do a bit more than modelling. It controls wind-behaviour, flexibility, LOD, shadow-mapping and so on.
If you just import a model, you'd have to do all that manually, with SpeedTree, a lot of it is automated. From what I gather, it's also designed to let modellers create a multitude of similar, yet not quite identical trees by just messing about with a few perimeters. It's impressive tech, regardless of whether or not it will produce soulless trees But yeah, the "Sole Foliage Middleware Partner"-line is hilarious. |
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#9 | |
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Member
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Quote:
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Submit to Donimation, Global Donimation. |
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#10 |
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Member
Join Date: Jul 2004
Posts: 191
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So if someone else comes up with another foliage middleware solution, noone can use it on Xbox 360? :?
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#11 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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I think they could. Just that SpeedTree is the 'official' solution. Like, I dunno, Budweiser being the offical beer of the NFL. Doesn't mean you can't drink any other beer while watching, just that Bud paid a packet to get their name in the limelight.
If not, if this IS an exclusive deal, it's bad news. What if someone develops a new, better technology for tree rendering? Especially given the dream of procedural rendering with objects being created on the fly.
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#12 |
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Naughty Boy!
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Mabye this is the software that ms is giving free or has set up a deal to give highly discounted to all devs .
I don't see a problem with middleware like this . Sure you might get alot of reused models . But for simple things like trees and street lights (Examples ) why would every dev need to waste time making the models and textures for these ? Why not have a middleware program that concentrates on just these generic things so that developers spend less money making trees and more making player models and other more time consuming models |
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#13 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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I agree with that philosophy. There should be a big model-bank where compnies can purchase models. How many devs end up designing cars? Even the same make and model? Instead, say, a car munafacturer can license models. Or just have a few companies that use tree designers to create tress etc. for people and sell the models on. Cars, people, foliage, scenery...all generic where it's a waste of time dozens of artists working for dozens of devs to produce the same models.
But then it strieks me as insane developers write code for a game, and next game chuck out all their routines are write from scratch again, but apparently this is the case. I guess they just like making things difficult for themselves?
__________________
Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#14 | |
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Member
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Quote:
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#15 |
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A Reformed Member
Join Date: Mar 2003
Location: Finland
Posts: 4,797
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In the sequence starting at 1:00 (autumn coloured trees) there's two trees exactly the same (at 1:02 exactly).
So it isn't some procedural tree generator middleware? How is that different from using premodelled trees from a library with simplish animation applied for wind effects? |
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#16 |
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Grumpy Mod
Join Date: Dec 2004
Location: In a pretty pink padded cell
Posts: 25,994
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As for resolution, if you provide the models in a Subdivision model the developers can tesselate down to whatever resolution they want, if the hardware can't handle NURBS rendering directly.
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Shifty Geezer ... Tolerance for internet moronism is exhausted. Anyone talking about people's attitudes in the Console fora, rather than games and technology, will feel my wrath. Read the FAQ to remind yourself how to behave and avoid unsightly incidents. |
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#17 |
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Junior Member
Join Date: Apr 2005
Location: Adelaide
Posts: 50
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I cant see how people can be confused about this or think it is riduculous.
As a developer you are free to use any foliage middleware you want, but if you have the standard MS middleware you get speedtree. Dont get the wrong idea about reusing the same designs e.t.c all this stuff is fractally generated meaning every game will have different stuff. They have been talking about middleware to create generated foliage since the PS2 days but i guess its only now that we have the cpu power to do it. Next gen middleware like this can cut down game creation time drastically as there is no need to hand model each and every single tree |
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#18 |
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Senior Member
Join Date: Mar 2004
Location: Portugal
Posts: 3,528
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Anything that gives us good and big it is a good thing.
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#19 | |
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Senior Member
Join Date: May 2002
Location: germany
Posts: 1,217
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Quote:
I'm also a bit concerned that games might all end up looking kinda alike if they all use the exact same tech. But as Speedtree is quite customizable, I'm pretty sure the decent art teams will still be able to set themselves apart from the mass and give their games an individual feel, just as they do now...
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We can learn much from silence. |
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#20 | |
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Member
Join Date: Feb 2002
Location: Cambridge, UK
Posts: 184
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Quote:
SpeedTree allows easy building of one of the "constants" of Earth based games at least, what the developers choose to put alongside those trees is what will determine the feel of the game. I very much doubt were you wandering through one of those game scenarios I described above and were then to switch to a racing game which had SpeedTree trees alongside the track it would put you off the games... |
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#21 | |
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Tea maker
Join Date: Feb 2002
Location: In the Island of Sodor, where the steam trains lie
Posts: 4,379
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Quote:
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"Your work is both good and original. Unfortunately the part that is good is not original and the part that is original is not good." -(attributed to) Samuel Johnson "I invented the term Object-Oriented, and I can tell you I did not have C++ in mind." Alan Kay |
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#22 | |
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Naughty Boy!
Join Date: Feb 2002
Posts: 6,802
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Quote:
__________________
I've got a working quantum computer prototype in my backyard. The only problem is, it crashes at temperatures above absolute zero therefore is not very overclocker friendly. |
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#23 | ||
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Member
Join Date: Feb 2002
Location: Cambridge, UK
Posts: 184
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Quote:
Also, the thing is, a Pine does not look like an Oak in terms of trees, but anyone looking at them could tell they were the same type of object so in terms of every object you may want to represent on a computer screen an Oak and a Pine look, act and are built very much alike when compared to say an Oak and a sportscar. |
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#24 | |
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Junior Member
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Quote:
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#25 |
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Member
Join Date: Aug 2002
Posts: 275
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GAAAHHH, they all look like age of empires trees.
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