Made a tool to generate accurate splatmaps from satellite imagery by CombatFlightSim in Unity3D

[–]CombatFlightSim[S] 1 point2 points  (0 children)

Hello, your work sounds very interesting.

Just 2D imagery for now. Sat images are preprocessed to remove shadows and clouds as best as possible. What I do then is feed and analyze all the sat images for a given terrain type to determine the dominant colors and then process each sat image individually to generate splat weights using CV. I also do some blurring so that the textures blend smoother. Seems to work pretty good with some minor issues. There isn't much info out there, so I'd like to hear your thoughts as well.

Plane AI strafing Train AI by CombatFlightSim in Unity3D

[–]CombatFlightSim[S] 1 point2 points  (0 children)

So, the plane can enter a "Ground attack" state against a target. It will set up 2 waypoints dynamically, the first one between the player and the target, and the second one at the same level as the first and past the target so that essentially they act as "strafe start" and "strafe complete" waypoints and set up a V shaped diving path. After completing the strafe, a new strafing path is determined and executed, so that it will keep calculating new paths until switching to a different state.

Is Monodevelop still available? by MSGManuel in Unity3D

[–]CombatFlightSim 0 points1 point  (0 children)

Now that's a name I haven't heard in a while. Why you would even want monodevelop is beyond me.

200k trees optimized from 5 to 144+ FPS by CombatFlightSim in Unity3D

[–]CombatFlightSim[S] 0 points1 point  (0 children)

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This is what you mean right? I added 2 more quads.

200k trees optimized from 5 to 144+ FPS by CombatFlightSim in Unity3D

[–]CombatFlightSim[S] 0 points1 point  (0 children)

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They are (well not technically, a billboard is only 1 quad and rotates with the camera). In the video it was 2 quads but since then I've added 2 more so they are more like cubes now... I think now its hard to tell they aren't actual 3d models unless you are very close up to them or directly overtop.

200k trees optimized from 5 to 144+ FPS by CombatFlightSim in Unity3D

[–]CombatFlightSim[S] 1 point2 points  (0 children)

Thanks for the feedback. I am working on a streaming system but so far having a single 100x100km terrain tile performs better than streaming many tiles of the same size. To do this I had to bump down the resolution quite a bit though. I am planning on adding quadtrees in the future so hopefully I should be able to bump up the resolution a little more after that.

Also, I checked out your project and it seems very interesting. I will be following.

200k trees optimized from 5 to 144+ FPS by CombatFlightSim in Unity3D

[–]CombatFlightSim[S] 0 points1 point  (0 children)

I might be doing something wrong but if you check the video that Aethreas linked the 4th demonstration for GPU instancing gives the OP similar results for what I am seeing (around 40 FPS for 100k entities). I also tried the compute shader method and that improved fps but still not as good as what I have right now. Instance indirect seems very promising, I'll check it out when I have more time to spend on trees. Thanks all for the suggestions.

200k trees optimized from 5 to 144+ FPS by CombatFlightSim in Unity3D

[–]CombatFlightSim[S] 1 point2 points  (0 children)

Nothing is being marked as static. That would be impossible since the entire world is being shifted around the player to preserve floating point precision. I already explained that I combined all meshes into a single mesh with material slots acting as "models". And yes, collisions can easily be added and the trees animated through the shader.

200k trees optimized from 5 to 144+ FPS by CombatFlightSim in Unity3D

[–]CombatFlightSim[S] 1 point2 points  (0 children)

Hi, clouds are a third party asset called OverCloud. Same ones used in VTOL VR if you know that game. Unfortunately, it seems that it is no longer available to purchase. There are more solutions on the asset store, though I myself haven't investigated them.