Other people use Facebook or Instagram or something for this Jev…
Other people use JGO or Twitter or something for spewing out irrelevant opinions, Drenius…
- Jev
Daaaaamn, that looks nice! Needs some soy sauce though… Shouyuu ramen was good as hell!
I ran out.
- Jev
Heart attack incoming ;D
Drew a dark planet today for a background using this great tutorial for paint.net.
Oh, god, I’m so sorry!!! T___T
carried on playing with terrain generation - I spend far too much time playing with my code and not enough time writing it… ??? The lightest shade of blue is shallow (wadeable) water while black is ocean. I generated some beach areas, but I will do a second pass to cull beach areas that are too far away from water.
Another item for the second pass: there are some islands of low area (demonic fog) inside the big areas of safe high ground. I’ve found a simple algorithm to identify these pesky islands so I can raise those areas up and consolidate the safe ground.
The mountain sections look a bit dull and blobby; I will try to add some high frequency noise to high areas only so they look more eroded and interesting.
Now I need to figure out a* so I can add paths between the interesting points on the map. Some paths will lead you to higher ground, others will lead you to monster nests.
Just got usage tracking and error reporting via email into Legends of Fore.
Cheers,
Kev
[quote=“kevglass,post:788,topic:49634”]
what’s that ? :clue:
How many people played from what OS.
Kev
Added a nice background to my 2d spaceship designer-shooter. It consists of a number of layers: a static starfield in the back, a nearly static star, a slowly moving planet (which gives a clue to the player’s movement when traveling long distances), and some “space dust” in several layers close to the screen which move faster and give a precise indication of how fas the player’s ship is moving. Turned out pretty nicely.
Improved on the map generation to make more realistic looking islands while halving the time it takes to generate a height. A container (66x66 tiles) takes about 7 milliseconds to generate. That’s about 6 milliseconds too slow but I’m not sure how I’d be able to improve it that much
http://stateoffortune.com/pictures/alpha2/map5.png
Mike
Is the code available?
Sure, why not Maybe it will help someone else that is looking into map generation as well.
I’ve followed the wise words of our overlord and am making it in a standalone app instead of directly in the game. The main code is in the Generate class. I noticed that switching the noise out with the one from Gustavson would improve the performance with about 30% or so, but it wasn’t a plug and play kind of thing and I didn’t want to rewrite most of it
I should probably also scale the landscape based on the amount of water and the max height and so instead of discarding seeds that don’t pass a few variables, but I’m lazy
Eclipse project: http://stateoffortune.com/GenerateLand.zip
Mike
Improved on the map generation to make more realistic looking islands while halving the time it takes to generate a height. A container (66x66 tiles) takes about 7 milliseconds to generate. That’s about 6 milliseconds too slow but I’m not sure how I’d be able to improve it that much
Mike
Mulithread? Terrain generation is embarrasingly parallel.
Mulithread? Terrain generation is embarrasingly parallel.
I love you guys Got it down from 7-7.5ms per container to 1.5-2ms by using a few threads for it.
Mike
Nice. My terrains are loading in jME now. Now that I can look at them in 3D they are too lumpy. It’s mashed potato not rolling hills. I need to tweak the amplitude of the low frequency noise, or apply a blur to the terrain.
Or you might want to calculate normals and apply a simple NdotL, so you can get a sense of the 3d shape, without actually turning it into a 3d model.
Got my first automatic crash log from Legends of Fore! Whee!
Cheers,
Kev