Development > Artwork

Display of Radar Fog-of-War

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kracken:
I'm not able to tell now what would be the better between both approach (coloring inside or outside radar range). Thank you for this idea, I didn't think about it myself and I'm going to try both.
 But this color problem is only some fine tunning and I first need to manage to create the radar overlay first.
My problem is that the implementation I made needs too much resources. Base radar coverage is OK, but the problem is for aircraft radar coverage. As aircraft moves, the radar coverage texture must be recalculated on every frame, and that takes a lot of resources (on my computer, I went from ~35 fps to ~15 fps).
I still have some ideas to improve that, this is work in progress. But I'm not going to commit this radar stuff if I don't manage to get better performances.


--- Quote from: eleazar on March 17, 2008, 05:24:57 am ---Personally i'd like to see rather than a shaded sphere, one that used the nigh-lights texture on half with a narrow zone of blending.  It would look more attractive, and with the proper adjustment (lighter oceans) allow a black radar fog-of-war to work.

--- End quote ---
You mean like what we already do for 2D geoscape ? This would be another alpha map to calculate on every frame. I'm not sure that current night texture is worth the job: it doesn't look really nicer on 2D geoscape than on 3D geoscape, no ? Have you any idea to improve that ?

eleazar:

--- Quote from: kracken on March 17, 2008, 10:27:28 am ---I still have some ideas to improve that, this is work in progress. But I'm not going to commit this radar stuff if I don't manage to get better performances.
--- End quote ---
I understand that a lot of ideas that look and sound good can be a major pain or simply impractical to implement.

However, i have some hope since (i think) only the alpha mask needs to be recalculated.  And visually you can probably get away with a lower-res mask if you keep the green radar-circles (per my mock-up) which will help convince the eye that "circles" are round, even though the underlying texture is pixel-jagged.



--- Quote from: kracken on March 17, 2008, 10:27:28 am ---You mean like what we already do for 2D geoscape ? This would be another alpha map to calculate on every frame. I'm not sure that current night texture is worth the job: it doesn't look really nicer on 2D geoscape than on 3D geoscape, no ? Have you any idea to improve that ?

--- End quote ---
You're saying you don't think the night-texture makes the 2D geoscape look better?
IMHO it looks a lot better than a plain black shadow.

Of course there are ways to make the 2 textures work together better (in either a 2D or 3D context).  I was working on that and other aspects of the globe-textures, but many of my questions where never answered on the ML.

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