• Virtual Universe
    84 replies, posted
This is absolutely amazing. It's the exact kind of thing i've been trying to make. So far i've only been able to get a flat terrain with a quad tree. Do you use a quad tree for planets as well? And how do you get terrain to curve like a planet and have collision as well?
Still waiting for the teacher to read my report but he said I've done a real good job with both the planning and final product. I didn't implement anything to hide all the changes when loading new LODs and sometimes the quadtree gets messed up and chooses to reload it all. Now I'm planning on getting my own engine stable enough so I can clean up the planet code and move it over and then release the source for the Ogre version of the planet renderer. [b]Edit:[/b] [QUOTE=Siduron;21079858]This is absolutely amazing. It's the exact kind of thing i've been trying to make. So far i've only been able to get a flat terrain with a quad tree. Do you use a quad tree for planets as well? And how do you get terrain to curve like a planet and have collision as well?[/QUOTE] I'm using six quad trees for each planet. To get it curve like a planet I'm just putting the six quad trees in a cube, then I just map all the vertices to form a sphere and just adds the height of the terrain. The collision is pretty simple I just check if the camera is lower than the terrain height in that point and if that's the case I just make the camera move the opposite direction.
I would love to see this implemented in a game!
It rocks, but you need a way to pause/stop where you are
[QUOTE=Rombishead;21080765]It rocks, but you need a way to pause/stop where you are[/QUOTE] press r
[QUOTE=Z_guy;21080516]I would love to see this implemented in a game![/QUOTE] [url]http://www.infinity-universe.com/Infinity/[/url] :smug:
Words just can't describe that... Just amazing, you should make a game engine out of it.
[QUOTE=dezek;21080248]Still waiting for the teacher to read my report but he said I've done a real good job with both the planning and final product. I didn't implement anything to hide all the changes when loading new LODs and sometimes the quadtree gets messed up and chooses to reload it all. Now I'm planning on getting my own engine stable enough so I can clean up the planet code and move it over and then release the source for the Ogre version of the planet renderer. [b]Edit:[/b] I'm using six quad trees for each planet. To get it curve like a planet I'm just putting the six quad trees in a cube, then I just map all the vertices to form a sphere and just adds the height of the terrain. The collision is pretty simple I just check if the camera is lower than the terrain height in that point and if that's the case I just make the camera move the opposite direction.[/QUOTE] An octree may suit it better, try it and see.
[QUOTE=COBRAa;21081887]Words just can't describe that... Just amazing, you should make a game engine out of it.[/QUOTE] Thanks, that's what I'm doing right now, or more exactly, I'm adding it to a game engine. :) [b]Edit:[/b] [QUOTE=yngndrw;21082169]An octree may suit it better, try it and see.[/QUOTE] The quadtree works good it's just the algorithm that chooses the LOD that is a bit off. I don't think an octree would fit for my terrain but I'm thinking about using it for other space stuff later, like asteroid belts. [editline]10:35PM[/editline] Do anyone know any good recording software? I was thinking of making a video showing the days fly by.
[QUOTE=dezek;21080248]Still waiting for the teacher to read my report but he said I've done a real good job with both the planning and final product. I didn't implement anything to hide all the changes when loading new LODs and sometimes the quadtree gets messed up and chooses to reload it all. Now I'm planning on getting my own engine stable enough so I can clean up the planet code and move it over and then release the source for the Ogre version of the planet renderer. [b]Edit:[/b] I'm using six quad trees for each planet. To get it curve like a planet I'm just putting the six quad trees in a cube, then I just map all the vertices to form a sphere and just adds the height of the terrain. The collision is pretty simple I just check if the camera is lower than the terrain height in that point and if that's the case I just make the camera move the opposite direction.[/QUOTE] Nicely done. But how do you offset your vertex heights and collision with the curving?
[QUOTE=dezek;21082292] Do anyone know any good recording software? I was thinking of making a video showing the days fly by.[/QUOTE] Fraps?
WeGame Client has a very good video recorder built in, and it makes almost no loss of FPS
[QUOTE=Siduron;21083414]Nicely done. But how do you offset your vertex heights and collision with the curving?[/QUOTE] Every vertex is at first just a normalized vector, and to get the height of the terrain in that point I just pass the normalized vector to the terrain generation which just returns the height. The active planet (With the real terrain and collision) is always the origin in the space, so it's real easy to check the collision for the camera. I just normalize the camera position, pass it to the terrain generation to get the vertex height below the camera and then I just compare it with the cameras distance to origin. [QUOTE=MGinshe;21092076]Fraps?[/QUOTE] Annoying watermark and I don't really want to pay for it just so I can use it one time. :v: I tried WeGame and it's nice, but is that green thing in the corner supposed to be visible in the recorded video?
It's supposed to disappear when you're recording O-o (The green thing)
[url=http://open.deviant-core.net/ARCHIVES/mirror/MooxSpace_r16.rar]Mirrored[/url] The md5 sum is 96a9a343f1fb979b690fdb421df3c4fa.
[QUOTE=Chris220;21102384]It's supposed to disappear when you're recording O-o (The green thing)[/QUOTE] It disappears from the screen when I'm starting to record but when I look at the video afterwards it's there. [QUOTE=<ToD> Aaron;21102932][url=http://open.deviant-core.net/ARCHIVES/mirror/MooxSpace_r16.rar]Mirrored[/url] The md5 sum is 96a9a343f1fb979b690fdb421df3c4fa.[/QUOTE] Haha thanks, I'm adding it to the list.
[QUOTE=dezek;21103944]Haha thanks, I'm adding it to the list.[/QUOTE] I was suggesting adding the md5 to the list as well. It's usually best to do so when you've got mirrors.
I forgot, it's added now.
[QUOTE=dezek;21103944]It disappears from the screen when I'm starting to record but when I look at the video afterwards it's there.[/QUOTE] Damn... Let me check my videos (I swear it doesn't show up in mine)
Haha stupid me, it was because I had WeGame running while I was looking at the video in VLC...
Ahaha, nice one! I'll admit, I've also done that before :P
[QUOTE=dezek;21082292]Thanks, that's what I'm doing right now, or more exactly, I'm adding it to a game engine. :) [/QUOTE] I cannot wait to see what you come up with.
Haha, I use VLC too.
[media]http://www.youtube.com/watch?v=EERAK1l1J-M[/media] I made a short video, the first seconds are almost all black, you're supposed to see the stars and the ground better but youtube made it too dark.
[QUOTE=dezek;21122659][media]http://www.youtube.com/watch?v=EERAK1l1J-M[/media] I made a short video, the first seconds are almost all black, you're supposed to see the stars and the ground better but youtube made it too dark.[/QUOTE] Next time tilt the camera up, so that it's showing more sky than ground
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