[QUOTE=esalaka;31474328]Next change the planet generator to use a heightmap model of sorts; the planets look sorta absurd now. There might be some article on realistic terrain generation but you'd only need to apply it on a very large scale.[/QUOTE]
Im mostly going for the nice looking effects currently, changing the actual terrain generation is something i can pretty much plug in or out. I think as well that a lot of the planet generation would be fixed by simply messing around with some of the terrain parameters (ie land mass:water ratio) as well as perhaps some more smoothing of the noise, but anyway
[IMG]http://dl.dropbox.com/u/9317774/Edges.png[/IMG]
Added edge detection and made it shade them. After this, ill make the current shadows be thicker on the side away from the sun
If anyone wants an explanation of how it works (and im sure you really dont);
what it does basically is loop through the entire image, and check if the surrounding pixels are in the same colour "tier" as it (in that image above, the two "tiers" are land and water). If it is in a different tier, change the map that modifies the modification map (erm). Horribly inefficient, but it only needs to generate once. Takes about a second to get from main(){ to the very end of the planet generation (including drawing) and then quit
Edit:
Added shadowing based on the suns position. How it works is that it calculates where the current xy location of the sun on the edge of the circle should be, given an angle, scales this between 1 and -1, then colours one beyond the bottom left of the current pixel in that direction
SFML smooths the whole thing out so it looks alright
I think it looks quite nice if you lean back a little and dont focus on the mess
[IMG]http://dl.dropbox.com/u/9317774/Shadowing.png[/IMG]
Am i spamming this horribly or are people interested to see how i get on?
The next thing im planning to do is generate another noise map (with only 1-2 octaves), and use that to create biomes (desert etc). Itll probably go horribly badly due to the awfulness of noise maps, but you never know
[QUOTE=NorthernGate;31473475]Doesn't VAC pick up on that?[/QUOTE]
Stripping down vac to a minimal it does 2 things. (its a lot more advanced then this believe me)
Checks for inconstancy of certain memory locations (important memory locations they dont care if you mess with GUI or Console etc)
Checks for Signatures of Loaded (known) DLL's
1. Manually map dll internally using a different dll or from a kernel driver.
2. Don't edit any memory directly, if you need to hook any functions use virtual hooks or Exception handling hooks.
[QUOTE=ColdFusionV2;31474611]Stripping down vac to a minimal it does 2 things. (its a lot more advanced then this believe me)
Checks for inconstancy of certain memory locations
Checks for Signatures of Loaded (known) DLL's
1. Manually map dll internally using a different dll or from a kernel driver.
2. Don't edit any memory directly, if you need to hook any functions use virtual hooks or Exception handling hooks.[/QUOTE]
You might want to add that apparently at least console, and possibly GUI, hooking does not seem to cause any bad effects. HLDJ works by hooking into the dev console, I believe.
I don't know if I should post this here, but I thought someone might find it useful. :wink:
[IMG]http://i.imgur.com/V7HEt.png[/IMG]
What it does is it sorts posts based on ratings and their importance.
The way it handles "importance" is through groups:
Left four = High priority.
Middle four = Normal priority.
Right four = Low priority.
Last rating = Don't display.
You can change the number of posts to show by changing the highlights textbox, the limit is 40. And the same for the min, max posts as well.
Since I'm still developing it I've disabled downloading threads, so you can only used cached threads at the moment. The threads that I've cached so far are the programming WAYWO, web dev WAYWO and digital 3d art thread.
Feel free to suggest new features or improvements.
[url]http://liamrbrown.net/fpth[/url]
I need feedback so I don't have screwed up graphics (looking @ lewt).
[IMG]http://localhostr.com/files/ywjGZiF/capture.png[/IMG]
[URL="http://localhostr.com/files/WlHumyu/nrockets.zip"]Here is the download[/URL]. Read the instructions in readme.txt
[QUOTE=LiamBrown;31477765]I don't know if I should post this here, but I thought someone might find it useful. :wink:
What it does is it sorts posts based on ratings and their importance.
The way it handles "importance" is through groups:
Left four = High priority.
Middle four = Normal priority.
Right four = Low priority.
Last rating = Don't display.
You can change the number of posts to show by changing the highlights textbox, the limit is 40. And the same for the min, max posts as well.
Since I'm still developing it I've disabled downloading threads, so you can only used cached threads at the moment. The threads that I've cached so far are the programming WAYWO, web dev WAYWO and digital 3d art thread.
Feel free to suggest new features or improvements.
[url]http://liamrbrown.net/fpth[/url][/QUOTE]
YES! :v:
I managed to scrape in right at the bottom
Could you add links to the original posts? Sometimes it's nice to refer back to the discussion that followed.
Trying to add AO to Opencraft's Engine
[thumb]http://dl.dropbox.com/u/5619257/opc/not_ao.png[/thumb]
Yep
I've been gone for 2 weeks on vacation so I'm happy to be back in WAYWO.
Anyway, Not been doing much but going to add a font class and I'm going to use bitmap fonts and here's the tileset I'm using.
And this is the result of rendering it with the same FBO as the rest of the scene(need to fix for sure, but bloom text is pretty sexy).
[img]http://img52.imageshack.us/img52/2965/e1ddc417330ce08cf168e6c.png[/img]
[QUOTE=likesoursugar;31479622]I've been gone for 2 weeks on vacation so I'm happy to be back in WAYWO.
Anyway, Not been doing much but going to add a font class and I'm going to use bitmap fonts and here's the tileset I'm using.
And this is the result of rendering it with the same FBO as the rest of the scene(need to fix for sure, but bloom text is pretty sexy).
[img]http://img52.imageshack.us/img52/2965/e1ddc417330ce08cf168e6c.png[/img][/QUOTE]
Another example of why bugs are features.
[QUOTE=LiamBrown;31477765]
Last rating = Don't display.
Feel free to suggest new features or improvements.
[/QUOTE]
Wait, so is this discarding posts that have so much as one dumb rating? If it is you might want to rework that as there's always the chance of rogue dumb ratings on otherwise good posts.
Other than that, great work and nice presentation.
Oh boy, after years of programming I finally have something that looks somewhat presentable.
[img]http://i.imgur.com/iYneG.png[/img]
It's C++ and SFML.
Working on my game for the Procedurally Generated contest. A Motherload demake.
[img]http://i3software.org/s/SS-2011-08-01_23.17.49.png[/img]
The only thing thats generated right now is the grass.
The map itself is a massive 7900 by 12000. The only rendered area is whats visible to the player. You can scroll using the arrow keys.
[url=http://i3software.org/s/Digit.zip]Try it out![/url] (XNA 4.0 required)
[editline]nope[/editline]
Concept Mockup
[QUOTE][img]http://i3software.org/s/SS-2011-08-01_16.00.04.png[/img][/QUOTE]
[QUOTE=eloreda;31471802]TF2 Projectile Prediction:
[thumb]http://www.12354.org/pub/hx.png[/thumb]
[/QUOTE]
Nice to see someone working on Source.
I can't wait to finally get my HDD back so I can mess with it again.
[QUOTE=tanraga;31465370][cpp]
int main()
{
double z = 0;
int n;
for(n = 0; n < 1e7; n++) z += 1/((n/1e7)*(n/1e7)+1);
printf("%lf\n", z/2.5e6);
return 0;
}
[/cpp][/QUOTE]
What is it? It looks like a pi approximation. Outputs 3.141593
[QUOTE=DeadKiller987;31483939]What is it? It looks like a pi approximation. Outputs 3.141593[/QUOTE]
if you changed 1e7 to infinity and 2.5e6 to infinity/4 it'd be exactly pi
Just set up my second monitor. Efficiency + 4
[QUOTE=tanraga;31484285]if you changed 1e7 to infinity and 2.5e6 to infinity/4 it'd be exactly pi[/QUOTE]But infinity/4 = infinity.
[QUOTE=Epic Sandwich;31484857]But infinity/4 = infinity.[/QUOTE]
Actually depends on how you take it. If you look at it literally, infinity / 4 does indeed equal infinity. However if you take it as meaning it tends towards infinity, then you'd have to other bit tending towards infinity / 4 (i.e going up by 1/4 the amount the first bit does), so it works like that.
[QUOTE=Epic Sandwich;31484857]But infinity/4 = infinity.[/QUOTE]
More like, infinity/4 = undefined , as you can't do math with infinity :colbert:
[QUOTE=DrLuke;31485034]More like, infinity/4 = undefined , as you can't do math with infinity :colbert:[/QUOTE][url="http://www.wolframalpha.com/input/?i=infinity+%2F+4"]I like this response.[/url]
[QUOTE=Chris220;31484953]Actually depends on how you take it. If you look at it literally, infinity / 4 does indeed equal infinity. However if you take it as meaning it tends towards infinity, then you'd have to other bit tending towards infinity / 4 (i.e going up by 1/4 the amount the first bit does), so it works like that.[/QUOTE]Yeh, I assume that's what was intended.
[QUOTE=Chris220;31484953]Actually depends on how you take it. If you look at it literally, infinity / 4 does indeed equal infinity. However if you take it as meaning it tends towards infinity, then you'd have to other bit tending towards infinity / 4 (i.e going up by 1/4 the amount the first bit does), so it works like that.[/QUOTE]
the x87 fpu (not sure about sse) will let you load infinity and do arithmetic on it, although in my program those instructions will never be executed as a loop towards infinity never terminates
I wish I could post what I'm woking on :(
Do you guys want more pictures and crappy explanations about what im doing with the planetary generation?
Yes
[QUOTE=Foda;31485722]I wish I could post what I'm woking on :([/QUOTE]
Why can't you?
[QUOTE=DrLuke;31486375]Why can't you?[/QUOTE]
He's implying he doesn't have any content to post?
Err no? He says he has content, but can't post it.
[QUOTE=Dj-J3;31487130]He's implying he doesn't have any content to post?[/QUOTE]
I don't yet know if I'm allowed to post what I'm working on (which is a bummer because I really like showing/sharing what I make). If I do findout that I can, I will be dumping everything here :)
[QUOTE=Map in a box;31487184]Err no? He says he has content, but can't post it.[/QUOTE]
Maybe it is client work.
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