Read more.Millions of blades can be simulated, with physical interaction.
Read more.Millions of blades can be simulated, with physical interaction.
So... TressFX with wide, flat "hairs"?
Is there a lawnmower for this?
I think this looks fantastic - can't wait to see it implemented in games. Grass is always a massive immersion-breaker in current games for me - even ones with generally good graphics tend to have just a flat green sheet with occasional tufts once you look closely.
"I want to be young and wild, then I want to be middle aged and rich, then I want to be old and annoy people by pretending that I'm deaf..."
my Hexus.Trust
The movement of the grass seems very odd to me, maybe I'm just used to short grass that doesn't sway around like it's made of tissue paper.
3 video cards -one for grass ,one for the sky and one for the game itsled
Eagerly waiting for The Witcher 3 with Nvidia HairWorks. Might not be TurfEffects exactly but it's already looking up to be an amazing-looking game.
Finally, I can have a realtime Windows XP field desktop wallpaper!
Mowing Simulator
Pitch Groundsman Simulator
Golfcourse Maintenance Simulator
I have seen the future and it is very, very dull.
Can you imagine this in a game like Sniper Elite 4, using the grass to your advantage, and hopefully having the wind being able to manipulate the grass too...the grass settings could be a part of the difficulty; stuff like how fast it recovers, if and how much it is affected by wind, and how far away indentations in the fields can be spotted by enemies.
One of the biggest drawbacks of client-side calculations like this is they are precisely that - client-side. All the physics eye-candy that we get on games can't be shared across multi-player and thus can only ever have a very limited effect on gameplay. Typically you'd pass the trigger for some kind of physics event on to the other computers, but each would then calculate the effects locally.
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