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  1. Cervator

    [Aug 18, 2012] Dev Meeting - organization (#terasology on Freenode IRC)

    Thanks for the solid participation all - we set a new IRC record with 40 in channel :D It might not have seemed like the most productive meeting ever, as it was mostly me rattling off assorted administrative updates, us discussing licensing at length but not really arriving at any big...
  2. Cervator

    Inactive Real Liquids

    Yeah any visible liquid dynamics beyond Finite Liquid would probably be overkill. Maybe some slight effects around water elevation changes (slight mist to cover the vertical difference) or something in some places could work. FL is about right and if we could get to that level I'd be happy...
  3. Cervator

    ddr2

    Huzzah! If you're still big on the procedural generation stuff take a look at this village thread - alternatively this GUI thread picked up in activity recently (about half-way through) as well :-)
  4. Cervator

    Villages Concept and stuff

    I do think there has to be an area definition, but cities are more like an "overlay" than a biome :-) You might be able to put all that sort of info into the village "egg" / its meta object or something. That would also allow you to control it more closely (a normal biome could have very...
  5. Cervator

    Villages Concept and stuff

    I don't know about a city biome - in theory it sounds like a nice convenience, but I think there might be some tricks to it: How would you pick it - IIRC we just have temperature and humidity ranges right now to base biomes on (I could be wrong). Might not work for biome-flavored cities...
  6. Cervator

    Villages Concept and stuff

    Annnd here's some more, begla dug up a paper that might be interesting, something about indeed using L-systems for a building generator :-) http://fbti.fh-hannover.de/fileadmin/media/img/teaser/FBTI/Paemierungen/Masterarbeit_Janusch.pdf
  7. Cervator

    Villages Concept and stuff

    Oh, now that I think of it, this might be a good time to link to an older thread about growth simulation featuring some impressive work by woodspeople in particular an organic plant simulator that works! And it does advanced stuff like base off available resources and what not :omg...
  8. Cervator

    Monsters

    Vlady - totally not a vampire! :D Nicely done. Reminds me that Jake got that treatment too - both are theoretically ready for in-game if we only had the animation support, right?
  9. Cervator

    Archived Art request: Bowling pins :D

    Difficulty: Not sure if these should be block shapes or models? Block shapes are easier and integrated already, you could just giveBlock yourself a set, place them as blocks, "break" them and hope their physics form will stay standing - then throw something at them with 'q' :D Probably also...
  10. Cervator

    Villages Concept and stuff

    Another factor to keep in mind is who built the city. Different races would have different architecture and different preferences for where to build (resource availability) :-) Maybe late in the World Map stage you could have a civ placer process that would consider available races vs...
  11. Cervator

    Villages Concept and stuff

    Cool stuff :-) As for generating / re-generating a village vs world seed - how about using the "village egg" idea to assign/calculate a seed attached to a central block in the village (based on the world seed) then also keep a "time of creation" counter on the same object. Then you have a...
  12. Cervator

    Villages Concept and stuff

    Nine companions. So be it. You shall be the fellowship of the World team! Er, okay, so you're three to start with. You get to pick which one you are! About time we get the World team restarted some, has potential beyond procedural villages, of course. Nym Traveel - mkalb - dacresni (still...
  13. Cervator

    Request Art request - mascot, logo, badges

    Why settle with logos - could those work in-game? :D Also, I still want those as ice cubes. Or maybe dice. And mood lighting. Patent pending, patent pending, patent pending!
  14. Cervator

    Inactive Miniion

    Bump! Tagging Perdemot with this to play with AI in preparation for village fun :-)
  15. Cervator

    [Aug 18, 2012] Dev Meeting - organization (#terasology on Freenode IRC)

    Sure, we'll save the logs. It might mainly be boring administrative stuff anyway :D I'm not married to the current scheduled time for future meetings. Could aim for early mornings US time instead, which would be Euro afternoons, and eastern evenings. Immortius I believe is 14 hours ahead of...
  16. Cervator

    Skaldarnar

    Bumping this with a link to a world gen / biome thread likely relevant! :-)
  17. Cervator

    Behold the meeting-scheduling geek in its natural habitat

    Behold the meeting-scheduling geek in its natural habitat
  18. Cervator

    [Aug 18, 2012] Dev Meeting - organization (#terasology on Freenode IRC)

    I believe this would be 11 pm / 23:00 in Germany, Saturday evening :-)
  19. Cervator

    Biomes and map generation

    Yeah don't count on 256 as max height permanently. Pretty sure we'll end up with vertical chunks and the ability to support infinite height eventually :) Overall world generation could probably be grouped into four categories: 1) World type - selected at world create time, high-level details...
  20. Cervator

    Monsters

    "Sir Vlady-not-appearing-in-this-film" because he's hosted somewhere I can't see from work *cry* Any resolution works for me, since I'm not art lead nor a 3d coder :D Wonder if he prefers feeding off Gelatinous Cubes. I can sense Gooey shaking in his non-boots already.
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