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New features including testing new flesh cut sound, detail object batches using uniform arrays, grass frustum culling, wind effect in grass vertex shader, only nearby grass patches kept in RAM, detail objects specified in level xml, automatically adapt grass system to different grass models

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Here is the latest in our new weekly Overgrowth alpha format! David himself took some time to illustrate the traditional changelog in video form.

Don't forget that you can help support us, try out our weekly alphas (such as the one in the video), and chat with other preorderers in the Secret Preorder Forum by preordering Overgrowth.

Be sure to watch it in HD!


The features highlighted in the above video are as follows (among some extra ones thrown in for good measure):

- Testing new flesh cut sound
- Detail object batches using uniform arrays
- Grass frustum culling
- Wind effect in grass vertex shader
- Only nearby grass patches kept in RAM
- Detail objects specified in level xml
- Automatically adapt grass system to different grass models

Thanks as always for all the support! See you guys in IRC and the forums.

Also, feel free to support us by preordering Overgrowth!



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Comments
ponpat
ponpat

This system looks awesome. And I think this would give really nice posebilities to mappers. All missing (or is it in and it wasn't shown) is some kind of random differences. Small color or high differences or not spawning object X just spawning obejct Y instead. For gras using 2 models is not so important but because you can use this system also for other stuff like bones or 3D floor (don't know how it is called, I mean when stones were layed side by side by humans to make a way you can use. But I do not mean the todays quality, I mean the old one with bigger highdifferences and so on) this would be very important I think. Also, would this system be able to improve the performence of whole levels by reducing the polycount of the map and "spawning" the details when you are near them? (I especially think about the sometimes much detailed stonetextures.)
All in all like always great work and I am looking forward to the next update already :)

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Darthlex
Darthlex

Incredible! That makes so much of a visual difference, with so little actual difference!

You never disappoint.

List wrote: - Testing new flesh cut sound


Where in the video was that, though?

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hannibaldinski
hannibaldinski

I really need to pre-order.. I want to try it out ;).

Keep up the great work :D

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Blandr3ws
Blandr3ws

That looks really nice. Taking the grass colour from the texture works really well from this game, because you're just as often viewing from above as well as glancing or parallel to the terrain; makes for really nice distance transition as well.

The whole grass system also sadly reminds me to download the Black Rock - Pure foliage rendering paper and other papers before the site disappears with the studio :(

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janpec
janpec

Really amazing work, your grass fits terrain texture excellent.

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InvertedVantage
InvertedVantage

Awesome. :) Do you think you could make the grass flatten as objects hit it? Or would it take too many resources to run the collision checks?

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Hell_Diguner
Hell_Diguner

If you can use this to create something as complex as desert chapparrel, I'd be in heaven.

If not, well the tall weeds are cool too.

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BluishGreenPro
BluishGreenPro

This is a fantastic update! It's amazing how such a seemingly small detail can make the game look so much better!

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Fxor
Fxor

I jump with joy when I see a new video in my updates now!

I'm gunna' pre-order, I can't take it much longer! =D

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RogerRamjet
RogerRamjet

Very nice additions. Looking good...

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SabreXT
SabreXT

Will you be including a way to set the view distence? One thing that annoies me on this kind of thing is where you seem to be in a giant bubble where the grass grows around you.

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Atlasfield
Atlasfield

O.O Wow, that was impressive, the wind, the grass, wow this week I dont have words of my impression, only I can say keep the work and congrats by your advances. o3o

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