@SHC Sorry about that, but I think your background image of the Earth does not reflect how polished your game seems. I believe you should attempt to to a better version, or maybe draw a futuristic planet, maybe a mix between Star Warsâ Death Star and Tronâs lights? :point: Or you could just add a cool atmosphere by just having a light-brown to beige gradient paint as a background and clouds passing by very slowly? ;D
EDIT: There you go, found an image of a game I used to play a long time ago â Ballance (Atari)
Finished most of the work on my custom .TMX loader, which allows for flexibility in my maps. Also began work on the animation manager of my engine. I really should get around to doing some of the art though because nothing Iâve worked on is really visible outside of the code.
I know that game, I have played that ~6 years ago, it was actually the inspiration for my game. But this game is going to be story based. I need the earth to be there in the background according to the story. I think I will replace that texture with a large and improved earth background.
Your game looks polished and interesting! I can also see J0âs point about the planet looking a bit like a placeholder.
You may already be light-years ahead of the following information. But for what it is worth, in case it might be helpful, here is some data I used for generating an earth map via Perlin noise. Admittedly, I didnât take the approach to its potentialâI was just trying to get a grasp of the basic concepts when exploring this a while back. The color mapping is a tweaked, by-eye remaking of one I found in a tutorial by AngryOctapus. http://www.angryoctopus.co.nz/?p=11 which has various ideas laid out, but would also benefit from using 3D rather than applying a lens. (I canât recall the jgo member name of this person, but he comments here now and again.)
In any event, in this case, the simplex functionâs -1 to 1 range is mapped to values ranging from 0 to 255 (leftmost column). These values are assigned to RGB values in the middle columns. Youâd want to do it 3D instead of flat, of course. The color-mapping shown might be a good starting point for tweaking. The algorithm generating the graphic below just uses a normal sort of fractal octavesâmaybe I skipped an octave here or there. (Iâm happy to explain further if you havenât already delved into Perlin fractals.)
One could also bias the output towards the white end at the poles of the planet. Or tweak the colors to make it more other-worldly or more accurately reflecting Earth.
Most cards nowadays support 4 monitors (3 for gaming + 1 extra), but youâll need to use whatever cable connectors your card has. You may have to plug in 2 through DisplayPort, 1 through DVI, 1 through HDMI or something like that. My 3 monitors only have DVI inputs, so I need 2 cards to connect all of mine.
I canât speak for Nvidia GPUs, but AMDâs HD 5000 series onwards (released 2009) and in their recent APUs have included âEyefinityâ technology, a multi-monitor system that supports up to 6 monitors per GPU. As theagentd said, you can have a maximum 2 monitors connected in âlegacy outputâ ports (VGA, DVI, HDMI etc) and subsequent monitors must be connected via DisplayPorts. With the right adapters and wotnot, you can connect multiple displays to each DisplayPort.
In my setup, I am using 2 DVI and one DisplayPort (adapted from HDMI).
Also, finally getting back to my OS. Developed a very basic PCI IDE driver to read from hard disks. It⌠kind of works. Also started testing some more advanced memory management for running multiple programs. After this, Iâm wanting to look into writing my own bootloader so I can change video modes in real mode and have a better resolution.