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Bumi: Real-Time Day/Night & Weather
Posted: Fri Oct 03, 2014 5:20 pm
by Nash
The [video] tag is deprecated, please use the [media] tag
The [video] tag is deprecated, please use the [media] tag
"Bumi" means earth in my native tongue (malay).
This will (hopefully) be the official thread for my real-time day/night and weather engine which I have been continuously working on and the one I talk about a lot around here.
Current features:
- Real-time day and night cycle with tinting across the entire map
- Gregorian calendar system with days, months and years
- Moon phases
- Adjustable timescale
- Sun lens flare
- Particle clouds in the sky
- Chance for overcasting, rain and thunderstorms - completely random and in real-time
- Rain drops that do not fall through ceilings
- Compatible with sector lighting - my engine does not overwrite your sector lighting work
- Minimal sector tagging required (and customizable range of tags - useful for maps with a lot of 3D floors)
- Sky lights (dynamic lights that follow the ambient colour; useful when placed indoors to simulate environmental lighting)
Upcoming features before I release version 0.9 BETA:
- Fog and haze Done!
- Seasons Done!
- Snowing during winter Done!
- Seasonal texture swap (level textures that change appearance depending on season, in real-time) Done!
- Stars in the sky Done!
ALL DONE!
Ideas for version 1.1 in future:
- Currently, weather system is linear. It goes from clear -> overcast -> rain. Thunderstorms and fog can be layered on top of these weather modes but it's kind of clunky. Future goal would be to completely overhaul the weather system so that current weather will be 1-dimensional and you can smoothly blend to and from different weather "modules" or "blocks" seamlessly and non-linearly. Idea inspired by FoxEngine devs who mentioned doing something like this
- Each weather module would have their own set of unique properties - blend colours, precipitation type, etc (PS day and night would be considered as modules as well).
- Overhaul the chance calculation because right now it's too erratic and has very biased favours (look into implementing custom random number generators).
- Externalize weather module defintions so that ACS doesn't need to be recompiled? Not sure how feasible this would be.
- Probably would eventually need an editor to generate the data needed (and if weather modules would be externalized, then DEFINITELY an editor would be needed)
- Get rid of the sun glare hack, this shit has no business being any of this hacky HudMessage nonsense... it should be a GZDoom full-screen post process shader.
Credits [incomplete for now; will update this constantly]
Randy Heit - ZDoom
Graf Zahl - GZDoom
Nash Muhandes - main developer, programmer
carlcyber -assistant programmer, technical advice and optimization
Special thanks:
Zeberpal - giving me permission to feature his map DCA2TechTest in the demonstrational video
Blzut3 - GetAspectRatio() (which was heavily modified In Bumi)
Isle, LilWhiteMouse, Gez, TheZombieKiller, DavidN, FDARI, marrub - general programming help
Gavin "Interkarma" Clayton (Daggerfall Tools for Unity) - his season code in DFTFU gave me some ideas on how to implement my own
undead003, Shane Strife, loismustdie555 - playtesting
[thread incomplete; more to come later]
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 5:26 pm
by Sean
Wow. Just... wow.
Can't wait for the code to be released.
I'd love to see what's behind this.
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 5:33 pm
by agaures
Very nice work!
I have wanted to try making a weather system myself before, but have never gotten around to it.
You seem to make it sound as if it's hard to make. Although i am sure the quality you are going for also has something to do with this.
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 5:56 pm
by Nash
Hi agaures, it's not hard to make, but getting it to look right requires a little effort and might not be as straight forward as how most people would attempt to do it in ACS. :) A lot of somewhat complex (not too complex) calculations are going on in the background which can only be appreciated by reading the code... understandably, from an end-user perspective, seeing the thing run might not be too impressive. :)
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 7:02 pm
by Ænima
inb4 we see this in everything after it's released
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 7:44 pm
by CloudFlash
inb4 56 GB
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 8:17 pm
by NachtIntellect
Does anyone remember where I put my seal of approval? I approve of this.
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 9:05 pm
by Nash
Thanks dudes! :D
CloudFlash: it's not large at all, it's only like 1.5 MB, most of that space coming from the cloud sprites (they're huge images). :D
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 10:50 pm
by mr fiat
truly impressive, i couldnt imagine something like this being done on this engine.
RE: Real-time day/night and weather engine
Posted: Fri Oct 03, 2014 11:29 pm
by MrSetharoo
Spoiler: fuck yeah (Open)
RE: Real-time day/night and weather engine
Posted: Sun Oct 05, 2014 12:38 am
by -Jes-
Holy Fucking SHIT!
RE: Real-time day/night and weather engine
Posted: Sun Oct 05, 2014 4:07 am
by Kara Kurt
Does the sun cast shadow?
Anyway, that's impressive. Nice job for (trying to) bringing a real gta-like openworld mod!
RE: Real-time day/night and weather engine
Posted: Sun Oct 05, 2014 6:21 am
by Nash
Kara Kurt: the sun doesn't cast shadows for now... but Graf Zahl was talking about possibly adding support for fully programmable hardware shaders for the new OpenGL renderer for GZDoom. If it becomes a reality, then I will definitely look into adding real-time shadow maps for the entire world.
RE: Real-time day/night and weather engine
Posted: Sun Oct 05, 2014 7:10 am
by Espio
Highly impressive. Can't wait to see what it'll be used for.
RE: Real-time day/night and weather engine
Posted: Sun Oct 05, 2014 7:55 am
by Strifer
Espio wrote:
Highly impressive. Can't wait to see what it'll be used for.
I would say a lot of stuff
RE: Real-time day/night and weather engine
Posted: Sun Oct 05, 2014 9:53 am
by IdeIdoom
Espio wrote:
Highly impressive. Can't wait to see what it'll be used for.
Guardsoul maps.
RE: Real-time day/night and weather engine
Posted: Sun Oct 05, 2014 11:27 am
by Kokiri
[spoiler]

[/spoiler]
RE: Real-time day/night and weather engine
Posted: Fri Oct 10, 2014 9:42 pm
by Kara Kurt
Nash wrote:
If it becomes a reality, then I will definitely look into adding real-time shadow maps for the entire world.
That'd be nice !!!
RE: Real-time day/night and weather engine
Posted: Sun Oct 12, 2014 3:03 pm
by Shoggy
Will this wad be able to be applied to any wad or will it be applied to wads that is build with this resource?
RE: Real-time day/night and weather engine
Posted: Sun Oct 12, 2014 3:17 pm
by IdeIdoom
Shoggy wrote:
Will this wad be able to be applied to any wad or will it be applied to wads that is build with this resource?
It's not a wad but a feature in the GZdoom feature in which you can use ACS to create such lighting.