[WF-General] [GSOC] Skill requirements

Zdravko Velinov z.velinov at vkv5.com
Thu Mar 25 14:15:38 PDT 2010

Well, I have looked more closely into the matter. So it turns out that
some precomputed lightmaps have been used for some parts of the lighting
system(Maya 6.0 Mental Ray is mentioned in some other paper) but I don't
think that this is an option for this project.
Some of the effects are not that hard to achieve. For example
post-processing blur is used to simulate the glow around the street

Actually, there are at least two approaches to implement a rain
rendering algorithm. By using a particle system which could be easier to
implement but not so efficient and there is of course some texture based
algorithms such as the one used in the Toyshop demo. Well, actually we
can use even simpler solution for the low-end graphics cards, for
example a simple scrollable texture. Well, I prefer the particle system
because I'm going to implement a snow rendering algorithm which is more
suitable for a particle system and a single approach will be easier to
implement than a different algorithm for each weather condition and the
transition between rain and snow will be smoother.

Hmmmm, I have to check this so called "weather entity". Actually, I was
planning to implement just the client side.

As for Caelum, the algorithm will directly interact with it, so some
modifications will be necessary, but I don't plan to improve it's sky
rendering algorithm. Actually, there are some other projects in the OGRE
community such as SkyX but I'm not sure how stable is this project.

On Tue, 2010-03-23 at 22:39 +0100, Erik Hjortsberg wrote:
> Hi, that's quite an interesting and advanced idea.
> As I mentioned over irc we use Ogre's material and scheme system to
> allow for multiple detail levels, for different hardware. There are
> basically three: low (fixed function), medium (shader, normal mapping
> etc., but no shadows) and high (shader, normal mapping etc., pssm shadows).
> Your proposal if I understand it deals with altering the shaders mainly,
> so that it's possible to switch between different precipitations (rain,
> snow, none). I'm a little worried though that the multiple lights will
> require deferred lightning. Is that the case?
> It will probably also only affect the medium and high setting, but
> that's ok. The fixed function detail level is there, but there's really
> no reason to put too much effort into providing such advanced features
> for it.
> On the server side front there actually already is a "weather" entity
> present in the game, which cycles through rain. It's just not read by
> We use Caelum for our sky, but that project is kinda stalled. The sky
> looks ok most of the time, but isn't really all that natural. Would your
> project also include providing a more natural sky?
> /Erik
> 2010-03-22 22:22, Zdravko Velinov skrev:
> > Hello, as you may guess I'm interested in participating in Google Summer
> > of Code.
> >
> > I think that worldforge is the most suitable project for myself, because
> > when I have started developing applications in C++, about 4 years ago, my
> > primary objective was to create a full fledged computer games. Well, I
> > have learned for this period of time that this is easier said than done.
> >
> > So what is my background?
> >
> > I have been an RunUO admin for a short time - so you may guess what kind
> > of game I was interested in developing. Then I have decided to start my
> > own project with some friends which turned out to be a total disaster. So
> > at least I have learned how to develop C++ applications which was very
> > useful because I had won a national programming contest(btw, I'm from
> > Bulgaria) in my last year at school.
> >
> > So about two years ago I have abandoned all my efforts to build a video
> > game and now I'm more concentrated on some concrete algorithms, which I'm
> > implementing by using OpenGL/GLSL.
> >
> > Oh, I have some formal training in C/C++ programming at the university.
> > Currently, I'm studying in Technical University - Sofia for a bachelor
> > degree in the field of telecommunications(2nd year).
> >
> > Enough talking let's show you the code:
> > - I have some experience with developing open source applications.
> > http://openfmi.net/projects/tvhelper/
> > This is a simple application that I have developed for myself to watch
> > online tv because the totem and mplayer plugins for Firefox were broken.
> > It turned out to be quite popular, as you may see in the download
> > but I haven't updated it for quite some time, so I assume that it is no
> > longer working.
> >
> > - Here are some screen shots from my most recent work
> > http://gallery.vkv5.com/main.php?g2_itemId=2617 -- GPGPU based ocean
> > simulation
> > http://gallery.vkv5.com/main.php?g2_itemId=2614 -- A simple geomipmapping
> > algorithm
> > that I have developed in order to learn OpenGL
> > I can send you the code but it is not pretty.
> >
> > And of course I have some minimal previous experience with OGRE. Well, I
> > can't prove that because I don't have some more advanced code that I can
> > show you. So you can assume that I don't know anything about it.
> >
> > What am I interested in developing?
> >
> > Well, I have checked the Ideas list -- nothing interesting, really.
> >
> > I'm more interested in developing a weather system. I see that currently
> > Ember is using Caelum which enables just a day and night cycle, but what
> > about rain and snow. This will greatly enhance the user experience and
> > will bring some new technologies to the project.
> >
> > So in the past few weeks I have been researching about some related
> > And
> > the most notable is the ATi Toyshop Demo:
> > http://developer.amd.com/media/gpu_assets/Tatarchuk-Isidoro-Rain(EGWNph06).pdf
> > So the question is how far this particular algorithm is appliable to real
> > world application such as Ember. Well, this entirely depends on the
> > targeted audience. So this is actually my first question. - What are the
> > limitations about performance/realism that you have placed?
> >
> > Well, If everything depends on me:
> > First of all, I'm going to implement some simple particle based
> > Then I will add the lighting effects. The next step is to make the
> > algorithm to smoothly transition from one state to another(rain, snow,
> > cloudy etc.) -- that's actually the most important part because
without it
> > this code will be totally useless. Then, of course, if I have some time
> > left I can try some more advanced effects, but only if the results are
> > efficient enough.
> >
> > Ok, so that's it for now. I'm still planning, but at least I have some
> > idea what I'm interested in.
> >
> >
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> >
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