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Author Topic: World Size, Fortress Size, algorithm questions.  (Read 2763 times)

TheSpaceMan

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Re: World Size, Fortress Size, algorithm questions.
« Reply #15 on: July 18, 2007, 06:21:00 am »

Yeah.

GFX programming isn't my favorit spent time. It's a necesary evil.  :D
Making on buffer of the objects sound like a good idea, the question is how it's done practicly. I will soon rewrite the rendering system and adding the possiblity to make vertexbuffers, that will be combined with custom 3d object for the planes and posibilty to change the uv map.
That translates to:

1. Many small images on one texture, no need / or rare to change textures between diffrent images.
2. Possibilty to stuff the images vertexdata into one buffer, allowing for faster rendering of the entire screen.

Still i need to build the system around the worst case scenario. That i have maximum amounts of objects, with diffrent images, from diffrent texturemaps.

There is no sense writing the code from a best case standpoint, worst case or a halfbad case is more likely to apear. I will get back with more information. If there is no hard feeling for me taking a piggy back on the forum about this stuff?

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Zemat

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Re: World Size, Fortress Size, algorithm questions.
« Reply #16 on: July 19, 2007, 07:50:00 pm »

Hey, I'm actually working on a terrain generator and thanks to Ilmuri links I managed to create something more natural with Perlin Noise. Before that I used midpoint displacement but It doesn't work well with spherical surfaces.

Here's the output of the (heavily modified) Perlin Noise algorithm    :D

   

   

Those are images of a 1024x512 spherical height-map

I'm trying to replicate natural tectonic plate formations but still have a lot of work to do. Eventually I hope to follow Toady's steps and create my own DF-like game.

[ July 20, 2007: Message edited by: Zemat ]

[ July 20, 2007: Message edited by: Zemat ]

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TheSpaceMan

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Re: World Size, Fortress Size, algorithm questions.
« Reply #17 on: July 20, 2007, 04:39:00 am »

Nice to start a trend. But it was Ilmuri who posted the links, i only mentioned perlin noise. My progress is halted by moving code into DLL's for easier access in many small projects.

And yes, no algoritm that does anything interesting is ever complete.  :D Keep up the good work. Long live Toady to kick life into our imaginations again, showing us that you can make cool stuff with terrain generation and the simple will to make a great game.

[ July 20, 2007: Message edited by: TheSpaceMan ]

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Zemat

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Re: World Size, Fortress Size, algorithm questions.
« Reply #18 on: July 20, 2007, 08:59:00 am »

Whoops! fixed!

[ July 20, 2007: Message edited by: Zemat ]

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TheSpaceMan

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Re: World Size, Fortress Size, algorithm questions.
« Reply #19 on: July 21, 2007, 09:04:00 pm »

after hearing people talking about being able to render up to 300 000 quads with a decent fps i decided to re-engineer my entire engine. I start from NULL and gradualy implemenet subsystem after subsystem using what i have learned from the last implementation. i won't reach 300 000 objects. But if i can manage 10 000 or 20 000 i would be quite happy. I estimate to work with around 2000-4000 objects simultaniously renderd, then AI and stuff upon that. We'll see. Damn long since i was to thrilled about a project.

Ps. When i am talking about quads, i am talking about quadratic textured objects, not nr of polygons that i can squeeze out. Don't mix them up. ^^ Yes, quads are polys but it's a diffrent way to count. For instance you might quite easy render one 500 000 poly objekt at decent fps but it's much harder to render 500 000 one poly objects at the same fps.

[ July 21, 2007: Message edited by: TheSpaceMan ]

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