Realm Crafter :: December 2008 Newsletter

December 2008 Newsletter

December 2008 Newsletter



Realm Crafter
Realm Crafter Newsletter
December 2008
In This Issue
Save 40% on 3D Models!
New Included Content for '09
Realm Crafter Standard in 2009
New Pro Toolbox Editors
Alpha Blending: Realm Crafter Pro
Save 40% on 3D Models!
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Dramatic savings on all of our model content throughout the store! Our online store has just the content you need: Animated and Non-Animated Characters, Monsters and Animals, Scenery, Trees, Plants, Buildings, Caves, Ruins, Weapons, Shields, and more!
 
Check out our selection of Animated and Static Characters. Models can be customized in your 3D modeling application to fit your worlds theme
 
Quick Links
Help Zone
New Included Content for '09
New Content
We're adding new content to Realm Crafter in early 2009! Better animations for the player characters, Monsters, Buildings, Scenery, Props, Swords, Armor, and more.

 
Realm Crafter Standard Edition in 2009
A Road Map of what to look for in the coming year
article1
Here's a partial list of what we are adding to Realm Crafter Standard in the new year.
Realm Crafter Standard Development:

  • Refined Movement: 3D strafe & mouse based movement as known from World of Warcraft.
  • Refined Camera: Better camera controls. Target is a World of Warcraft-like experience.
  • Refined Chat: Multiple Chat Channels, separated through tabs
  • Refined Equipment "Gubbins" System: Hardcoded slots for all the slots that can be positioned for the inventory. Freeing the 6 gubbin slots for real attachments.
  • Refined Guilds: Hardcoded Guild System with the common features
  • Refined Parties: Different changes to make them more like in World of Warcraft-like as well.
  • Refined Escape Menu: Possibility to quit and logout, with the capability to be expanded in future versions
  • Network Expansion: Fully range based networking.
  • Collision Expansion: Better slope handling and the option to be used for moving platforms in a later version.
  • Actor Positions: Real height data on all Actors, including NPCs
  • Expanded Item Settings
  1. Required Actor Level
  2. Multiple Attribute Modifiers while wearing
  3. Per item decay settings
  4. Option to make them non dropable
  5. Option to make them non tradeable
  • Refined GUI
  1. Aspect Ratio support for 4:3, 5:4, 16:9, 16:10
  2. GUI Layout stored in XML instead of binary data file.
  3. Visual Indication of cooldowns in the ActionBar
  4. Remaining EffectTime for active actor effects shown on mouse over
  • Game Editor Expansions
  1. Tree & Grass Placement in Game Editor
  2. More supportive capabilities. They ensure that the possible settings work context sensitive, so you can only use and modify what is present.
  • Many fixes and other small things
  • Improved Realm Crafter Documentation
  • New Realm Crafter Included Content

New RC Pro Toolbox Editors in Beta
New Cave Editor and RC Rock Maker released for testing
ToolboxFour new Realm Crafter Pro Toolbox Editors are now in internal testing. The new Cave Editor and Rock Editor are ready for Beta testing when the Pro Game Editor
 is updated in early January. At that time the new interface editor will be released for testing followed by the new Terrain Editor.
 
Other tool that are still in development are MegaTerrains, Character Editor, Architect, and Tree Editor. All those who own the current versions of these tools will be upgraded for FREE.
 
Alpha Blending with Realm Crafter Pro
Rendering transparent surfaces in 3D scenes

Contents: Alpha
 
Introduction
Rendering Modes
Alpha Testing with Masks
Converting from Realm Crafter Standard
 
Introduction

Alpha Blending is the process used to render transparent surfaces in 3D scenes. This article will cover how textures affect the engines' rendering process and how to optimize textures to increase rendering performance.

HTML clipboardThere are two ways which textures can be used to generate transparency. Firstly, a texture can contain a pre-generated alpha channel. This extra channel stores the transparency of the pixel color (255 being opaque and 0 being transparent). Generally, if the alpha channel is required, the texture will be prefixed with "a_" in order to give a hint to the engine. The other method is to use masking. If the "m_" prefix is used; the engine will remove every pixel that is completely black (RGB: 0, 0, 0).
This article uses diagnostic shaders in order to find out information about each object.

You can obtain them: here.
 
Rendering Modes
 
The engine renders objects in a number of different passes. The three most important, and configurable, are:
 
Normal - An object is rendered conventionally, and is completely opaque (Figure 1.1).
Batched - More than one instance of this object exists. The geometry is drawn in batches to maintain GPU speed (Figure 1.2).
Transparent - Similar to normal, but the object is transparent (Figure 1.3).
 
The transparent pass is very different to all others. Every object which is to be rendered in this pass has to be sorted by depth; this is because when the blending of the transparent pixel occurs, it must know the color of the pixel behind it. If the objects are drawn in the wrong order; they will blend incorrectly leading to some very odd results. Any object with a transparent surface cannot be batched; this means that placing a number of trees will affect the game performance; we need to have as many objects as possible drawn in the first two passes.
 
Figure1.1
Figure 1.1 (Blue represents opaque)
 
Figure 1.2
Figure 1.2 (Green represents batched objects)
 
Figure 1.3
Figure 1.3 (Red represents transparent objects)
 
Alpha Testing with Masks
 
If you have an object which genuinely needs transparency, such as a window, then there is little you can do about its' performance impact. However, if you have trees or any object which has pixels that are either fully opaque or fully transparent (and nowhere in between), then there is a different method we can use to help us.
 
Alpha testing is the process of discarding pixels which are not opaque. The alpha object can go through the opaque rendering pass and will have its' transparent parts removed when the GPU finishes rendering.
 
In the case of our tree in figure 1.3, we can see that the leaves are rendered in the transparent pass, and its trunk is rendered in the 'normal' pass. If we place more than one; we cannot take advantage of batching due to sorting (Figure 2.1).
 
Figure 2.1
Figure 2.1 (These trees cannot be batch drawn as the leaves must be depth sorted)
 
In this case, the tree leaf texture is masked. This is determined with the "m_" prefix (Figure 2.2). If we remove the prefix, then the engine assumes that it is an opaque texture; causing it to be rendered the normal and batch passes!
 
Figure 2.2
Figure 2.2 (m_leaf.png)
 
We are missing something though; the texture is now just colored black. We need to create an alpha channel for this object to store the mask that the engine used to generate. As long as we do not prefix the texture filename with "a_" or "m_", the engine will still think that it is opaque, regardless of the alpha channels' presence.
 
You can use your favorite graphics software to generate the new texture from the old. Here are some tutorials for various packages:
 
 
Figure 2.3
Figure 2.3 (leaf.png)
 
The resulting texture will render as our masked texture used to. However, it is now being rendered in a different pass as the engine thinks that it is a solid object (Figure 2.4). Reducing the amount of blending used in a scene can help your games' FPS by quite a lot.
 

Figure 2.4 (The engine assumes that the mesh is completely opaque so the trees are now batched)
 
Converting from Realm Crafter Standard
 
If you're using an old Standard project; you shouldn't have any real issues as far as rendering is concerned. However, following the above advice is still the same. If you can edit any masked meshes so that they rendering in the normal scene pass instead of the transparent pass then you should do so.
 
 
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Offer Expires: December 31, 2008