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Re: What are you working on? [Re: exile] #403315
06/18/12 07:18
06/18/12 07:18
Joined: Mar 2011
Posts: 3,150
Budapest
sivan Offline
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sivan  Offline
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Joined: Mar 2011
Posts: 3,150
Budapest
@Germanunkol : that random seed thing idea is a great&simple concept, thanks!


Free world editor for 3D Gamestudio: MapBuilder Editor
Re: What are you working on? [Re: sivan] #403344
06/18/12 17:38
06/18/12 17:38
Joined: Dec 2009
Posts: 256
USA , NY
msmith2468 Offline
Member
msmith2468  Offline
Member

Joined: Dec 2009
Posts: 256
USA , NY
Thanks for the comments and great ideas.

@Germanunkol - Great Idea I had not thought of that. My Idea was to basically save the tile specs in a String in a double nested arraylist of strings. each string would represent a section of the map and would be initialized when the player traveled to that section. The tiles would first try to generate based on the string. If the tile had not been created before then a random tile would be selected and saved in the string then loaded into the level. This would allow the player to revisit areas previously discovered.

The infinite terrain generation slowly came together as I was experimenting with some new things. first I had created the tiles to generate as the player moved in any given direction and remove the tile behind the player. This worked well so I applied a grass texture and decided it was to plain so I added a dirt texture and randomized the textures creation. The problem then was that there was a clear line between the grass and dirt tiles.

To fix this I took a detour into BMAP manipulation. I wrote some functions that would blend the edges of a texture into the other by a specified amount. Once this worked well and I could blend textures I implemented it into my terrain generation. A quick problem I ran into was that changing the skins to these modified bmap textures would change all of the skins of that model type. after messing around with ent_copyskin and so on I decided to ditch the models and use ent_createterrain. After switching over to that I had sucessfully implimented my blend texture functions.

It worked but now the terrain seemed to flat so I changed the height of the tiles and wrote some new functions that would sew the tiles together. Sure this worked but it was blocky and the terrain was rough so I wrote another function that would smooth the terrain tiles out. This worked great so I added some vegetation to give it a better feel.

At this point there was a major problem. every tile created had its texture blended to the one next to it and its vertex's altered. each new tile had to run hundreds of thousands of calculations and each tile section contained ten tiles. I had been making the program run through millions of calculations every time it created a new tile section. This would make the program glitch a bit when this happened. To fix this I created a library of bmaps that would store the blended textures that had been created based on the tiles and its neighbors. When a new tile is created it checks the library for the correct bmap. If it exists then it simply copies it. If the bmap does not exist then it is created and saved in the library. This way the calculations would only need to be done once.

That is how it is currently done.

A problem that I am currently faceing is the nexus is filling up. This takes a while but is still not desired. ent_remove removes the tile from the map but it is still stored in the nexus. I have been thinking about this problem a bit and I believe I have come up with a solution but I have not tried it yet. My idea is to recycle the tiles instead of removeing them. when a tile becomes out of range that tile's texture, location, and vertexes will be reset to its new location and from there the tile manipulation functions can do their job.

This is all experimental right now and suggestions are appreciated. Ill keep trying things and improving things until I have a solid foundation for a new game.

@ratchet - Thoes are great Ideas. I will play around with them and see what works. My idea is to have the general look of the terrain change as the player travels. sort of like entering different biomes. perhaps desert or snow or islands and mountains all with their specific settings for the terrain generation. I will experiment with that soon hopefully.

Thanks
Michael Smith


Mikes Wicked Games

www.mikeswickedgames.com
Re: What are you working on? [Re: ratchet] #403376
06/18/12 23:18
06/18/12 23:18
Joined: Jul 2002
Posts: 3,208
Germany
Error014 Offline
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Error014  Offline
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Joined: Jul 2002
Posts: 3,208
Germany
Thats a fun link you found there, ratchet! laugh

I really am a fan of the Gameboy-Color style, I must say (which they were inspired from as well, they say). I feel it's a bit underappreciated - everyone always goes for NES or whatever. But I have more and better memories from Gameboy games than from NES laugh
I really like the mix of modern-ish lighting and the less detailed tilesets. In fact, that's something we have in Dungeon Deities as well! However, I'll be the first to admit that in our case, it's far less good-looking (there's reasons for that, of course). I'm actually doing tests with coloring walls as well (before, only the floor would show effects from lighting, and entities moving there)



... Hmm...


Perhaps this post will get me points for originality at least.

Check out Dungeon Deities! It's amazing and will make you happy, successful and almost certainly more attractive! It might be true!
Re: What are you working on? [Re: Error014] #403416
06/19/12 18:29
06/19/12 18:29
Joined: May 2008
Posts: 2,113
NRW/Germany
alibaba Offline
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alibaba  Offline
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Joined: May 2008
Posts: 2,113
NRW/Germany
Mother´s Den 2



Professional Edition
A8.47.1
--------------------
http://www.yueklet.de
Re: What are you working on? [Re: alibaba] #403420
06/19/12 19:39
06/19/12 19:39
Joined: Apr 2008
Posts: 2,488
ratchet Offline OP
Expert
ratchet  Offline OP
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Joined: Apr 2008
Posts: 2,488
@Error014 :
Yes the game is made under Blender, i testd it, it's fun to play and runs well, the developper could have choosen a real 3D engine ?
Your style is amazingly great : don't change anything laugh
Have you another gameplay video ? When will we have some little demo ?

What editor do you use for textures ?



Last edited by ratchet; 06/19/12 21:33.
Re: What are you working on? [Re: ratchet] #403423
06/19/12 20:39
06/19/12 20:39
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Currently exploring the world of Shaders, seems it helped writing a softwarerenderer some time ago grin




MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: Rackscha] #403425
06/19/12 21:00
06/19/12 21:00
Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
Rei_Ayanami Offline
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Rei_Ayanami  Offline
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Joined: Feb 2009
Posts: 3,207
Germany, Magdeburg
How can something be lighted like this?

(Shadow on ground, but light on wall)

Re: What are you working on? [Re: Rei_Ayanami] #403428
06/19/12 21:17
06/19/12 21:17
Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
txesmi Offline
Serious User
txesmi  Offline
Serious User

Joined: Jun 2007
Posts: 1,337
Hiporope and its pain
Originally Posted By: Rei_Ayanami
How can something be lighted like this?

(Shadow on ground, but light on wall)


there can be some space between the cube and the ground wink

Last edited by txesmi; 06/19/12 21:26. Reason: xP
Re: What are you working on? [Re: txesmi] #403429
06/19/12 21:38
06/19/12 21:38
Joined: Dec 2008
Posts: 1,218
Germany
Rackscha Offline
Serious User
Rackscha  Offline
Serious User

Joined: Dec 2008
Posts: 1,218
Germany
Yes there is space. Both cubes are floating wink

EDIT: just added support for 8 PointLights (you cant imagine how happy i'am, now since the basics are working :3)


Greetings
Rackscha

Last edited by Rackscha; 06/19/12 22:05.

MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
Sparetime-Development

Re: What are you working on? [Re: Rackscha] #403436
06/20/12 08:02
06/20/12 08:02
Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
MasterQ32 Offline
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MasterQ32  Offline
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Joined: Nov 2007
Posts: 2,568
Germany, BW, Stuttgart
@alibaba: cheater! more than 100 hp!
@rakscha: looks great! does it work with blocks and models?
@Error014: I love that retro style!


Visit my site: www.masterq32.de
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