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Love the game! I'm looking forward to update 25.

If possible I was hoping someone over at GSG could go over how you procedurally generate your levels and what checks you have to make sure it's not totally screwed up.

I love reading about Ai, rendering techniques and things devs do to get things to work.

All the best with game!

Ps: I know the game has a particular aesthetic look but have you thought about phong shading round things like pearl or hands rails? Or is phong shading still super expensive or not cool?

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over 5 years ago - /u/Robert_GSG - Direct link

The procedural generation isn't my department, so can't say much too much about it. I do know that we are always working towards reducing the cases you speak of though.

The shading though, I can comment on that: It's a good suggestion, but it's not an issue of phong shading at all. All our models are actually exported with full smoothing turned on, which we then turn off directly in the shader applied to them within Unreal. It is solely an artistic choice - there is nothing keeping us from having smooth models if we so choose.

The actual reason behind it is partly technical: The way we generate the mesh for the actual levels does not currently support any smoothing at all - and so we decided to make that a stylistic rule rather than something we had to fight or try to hide.

I dream of a sort of middle ground where things get smoothed up until a certain angle. We might revisit this later, but there are no plans for it right now.

over 5 years ago - /u/Robert_GSG - Direct link

Originally posted by TheDiscordedSnarl

... I heard this in Management's voice...

I was going to ask if smoothing would increase framerate because of less polygons (or if smoothing just hides them better, being completely programming-illiterate), but I guess it's a moot point if no smoothing is supported at all.

Edit: "Mesh" for maps? Usually when I hear the word mesh it's used for figures and characters only. So the caverns are generated by taking a shape (say a big cube) and just twisted and deformed before all the other stuff is added?

"Mesh" basically refers to any 3D model - characters, weapons, enemies, and even the ones the maps themselves are made of. And no, smoothing doesn't add or remove polygons - it just alters the way light interacts with polygons in general.

And it is canonically correct to hear every comment I make in Mission Control's voice. :>

over 5 years ago - /u/Robert_GSG - Direct link

Originally posted by CosineDanger

If every beard fiber is eventually simulated to the atomic level that's fine, but rough-hewn rocks and dorfs that match their natural habitat are a fine artistic choice.

I'm not attached to the current look of glyphids.

Fewer small floating or oddly pointy bits left after mining would be nice and that might be sorta like a smoothing algorithm maybe?

That has nothing to do with smoothing on meshes as such, but it's something we'd like to fix in time regardless. The little mesh bits you can get stuck on are very annoying.