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  1. Nym Traveel

    Screenshots!

    https://www.dropbox.com/sh/yfzxsona2hb5a38/uRPb7m5Ff-/Screenshots a walk down the mountain you see two posts above. The one thing that changed: Stretchfactor: 8 so this mountainside is located at approx 21600, y, 22784 which is a third the way across the map :O (one block is ofc still 1x1x1) I...
  2. Nym Traveel

    Screenshots!

    this is lauris heightmap at the south of the biggest mountain area, the trees on the right hit maxheigth, sea level is at 10 blocks. Pretty steep :D
  3. Nym Traveel

    Mapgeneration

    Good News: I implemented the bicubic interpolation of the heigthmap and the option to scale it beyond 1 :) bad news: i tried to just trick the system to load chunks +-1 to normal level but i failed there :D
  4. Nym Traveel

    Growing plants ....

    All look nice exept the last two stages of the watermelon. Just looks wrong to have 4 watermelons compressed to flat planes :O Would it be possible/feasable to have simple polygones supporting the billboard plants?
  5. Nym Traveel

    Compensational post for world gen is online :D

    Compensational post for world gen is online :D
  6. Nym Traveel

    Where we are with World Generation

    Current State: The generator Laurimann wrote is functioning with Windows and Linux now. Also Esereja made some progress with noise functions. I implemented a basic heigthmap terraingeneration and some humidity, climatesimulation. What are the goals we have to achieve: - Currently with one...
  7. Nym Traveel

    [Jan 3, 2013] World Gen Meeting (Skype (likely), IRC (coordination only))

    I could be 5 min late, but unlikely. You can add me in skype on advance, my forumname, uncapitalised and without blank :)
  8. Nym Traveel

    Oooooooo!! Happy New Year!!!!

    With those news it's gonna be a good new year :D
  9. Nym Traveel

    What will the new year bring ....

    couldn't resist giving you a optimistic rate cerv :P Anyways, I think we have a whole lot of talented people around, I'm looking forward to 2013 with you :)
  10. Nym Traveel

    Mapgeneration

    Added a quadratic heigth influence overlay :) now mountains are cold again :)
  11. Nym Traveel

    Mapgeneration

    Yeah, this would be possible. I need some tweaking in how the results of the measurement affect the final outcome. I can try it with the png to text programm Esereja wrote for matlab :)
  12. Nym Traveel

    Mapgeneration

    I won't lie to you. one can ofc tweak this smearing technique until you get something like on page 2 with smearUpDown(-1, size / 2); smearUpDown(1, 0); smearUpDown(-1,size); smearUpDown(1, size / 2); overlayHeight(0,0); oneBlurStep()...
  13. Nym Traveel

    Mapgeneration

    You might wanna look at the climateSim repo I have on github. I have it implemented this way at first, with some additional features. Also there's something that takes the current heigth into account. If I read this right at 0030 am your methode is similar to my smearUpDown methode. Problem is...
  14. Nym Traveel

    Mapgeneration

    Hi, I will take a look at it asap, but I can't promise anything before x-mas. Just reading it I wouldn't say there's anything that can collide, because the topics don't really intersect. So, at the moment the world is made of 16x256x16 chunks which are tiled together on the x and z axis. The...
  15. Nym Traveel

    Mapgeneration

    Beware - pre coffee post ;) Right, we want to have both finite and infinite worlds. As we're heading to make an rpg-style game finally I just wanted to develop in the finite direction first. I'm a bit stressed with university till x-mas but maybe I can implement a gui element where one can put...
  16. Nym Traveel

    Mapgeneration

    I keep on forgetting to follow this blog - he got some pretty stunning techdemos up an running. Immortius: Thats right, and Voronoi Map seems to me like a fitting way. What I really ment with this quote was that a given initial condition (seed) should result in the same map every time. Not...
  17. Nym Traveel

    Mapgeneration

    All of the algorithm should be deterministic given a seed-value. water sources can be placed according to the humidity map - maybe make water in deserts super rare -> oases.
  18. Nym Traveel

    Mapgeneration

    Yeah, that was my intention ;) I made a google doc to summarize the current plan. So to achieve the real big map we're actually one step behind but we need more planning in this section before implementing. To be honest, I really want to distance from the "biomes" thing. It'd be much cooler...
  19. Nym Traveel

    Mapgeneration

    I used the dumped heightmap.txt file and used one pixel per chunk with bilinear interpolation to make it all smooth. Be aware that this is a proof of concept - the map is in terasology but I dumped it directly on the ground so we have 1/20 of chunkheigth is water and seabed is one block on most...
  20. Nym Traveel

    Mapgeneration

    What you see here, my dear friends is Laurie's heigthmap in terasology (at least a very tiny part of maybe 10x10 px in the corner) The github thingy isn't working for me atm, so code must wait till tomorrow or the WE Greetings, Nym ps: WWWWWWWWEEEEEEEEEEEEEEEEEEEE, FINALYYYYYYYYYYYYYY
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