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What OS do you use Armok Vision on?

Windows 10
- 153 (50%)
Windows 7
- 77 (25.2%)
OSX
- 18 (5.9%)
Linux
- 45 (14.7%)
Other
- 13 (4.2%)

Total Members Voted: 306


Pages: 1 ... 78 79 [80] 81 82 ... 110

Author Topic: Armok Vision Project, on Hiatus.  (Read 510264 times)

Dunamisdeos

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1185 on: November 21, 2016, 04:49:47 pm »

I like the look of that. The diagonal passages add flavor.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1186 on: November 22, 2016, 02:17:55 am »

http://imgur.com/a/pDTvM

Options!

Changing between the different meshes is easy.

Now I just need to translate this to actual walls and floors.
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Heretic

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1187 on: November 22, 2016, 05:11:45 am »

http://imgur.com/a/pDTvM

Options!

Changing between the different meshes is easy.

Now I just need to translate this to actual walls and floors.
Cool) I sure it's the best way. Some fortresses looking better rounded(for example some kinds of giants towers) some - not.
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CLA

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1188 on: November 22, 2016, 06:42:55 am »

http://imgur.com/a/pDTvM

Options!
The only one that seems a bit hard to distinguish is Square, Normal Gaps. With more diagonal walls visible, Rounded, Opened Gaps doesn't make that bad of an impression on me as it did with the layout from before. I would probably use Square, Open Gaps myself though the others are fine, too.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1189 on: November 22, 2016, 06:46:50 am »

Incidentally, Square, normal gaps is exactly what Armok Vision uses at the moment.
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Dirst

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1190 on: November 22, 2016, 11:25:18 am »

Incidentally, Square, normal gaps is exactly what Armok Vision uses at the moment.
It's also what the game's main interface uses.  The only real problem with it is that creatures can squeeze through catty-corner where there is no apparent gap.
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jecowa

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1191 on: November 22, 2016, 02:38:07 pm »

I think "Rounded, Normal Gaps" would be best as the default for designing fortresses. It's still pretty square while still showing that stuff can pass through corners. I think the diamond and open gap variants might be confusing for people who aren't used to them, but they would probably be great for playing adventure mode in first person.
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Bumber

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1192 on: November 22, 2016, 11:12:47 pm »

I prefer rounded, normal gaps.

Diamond is pretty good, too. Actually, it might look terrible with doorways.
« Last Edit: November 23, 2016, 12:52:51 am by Bumber »
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PeridexisErrant

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1193 on: November 23, 2016, 12:23:06 am »

Heh - my favorite is Square, Open Gaps - guess it's lucky we've got options!
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Bumber

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1194 on: November 23, 2016, 12:46:40 am »

Heh - my favorite is Square, Open Gaps - guess it's lucky we've got options!
Would be okay if it weren't for the weirdness demonstrated near the top-left (4 down, 4 right.)
« Last Edit: November 23, 2016, 12:49:09 am by Bumber »
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jecowa

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1195 on: November 23, 2016, 12:48:26 am »

Yeah, maybe "Square, Open Gaps, is best. It shows rectangular walls for people making a normal rectangular fort and it shows diagonal walls for people who are designing a diagonal fort.

Any weirdness on the border is because it's only showing half of those tiles in the examples.
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Octopusfluff

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1196 on: November 23, 2016, 01:03:26 am »

Yeah, maybe "Square, Open Gaps, is best. It shows rectangular walls for people making a normal rectangular fort and it shows diagonal walls for people who are designing a diagonal fort.

Any weirdness on the border is because it's only showing half of those tiles in the examples.

... What I'm seeing is that Square, Open Gaps still shows jagged edges for diagonals; just look at the top left and bottom left.

Any algorithm that can somehow accomodate both square and rectangular build styles would be vastly more complicated than any seen here, and still have edge cases.

Look at how much work goes into things like the HQX algorithm; computer pattern recognition is hard shit.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1197 on: November 23, 2016, 01:06:14 am »

Yeah, right now, the algorithm works by looking at 4 tiles at a time, at each tile corner.

If I would have to make diagonal walls diagonal, I'd have to look further, and things start becoming a lot more complicated.
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Octopusfluff

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1198 on: November 23, 2016, 01:11:44 am »

Yeah, right now, the algorithm works by looking at 4 tiles at a time, at each tile corner.

If I would have to make diagonal walls diagonal, I'd have to look further, and things start becoming a lot more complicated.

I've spent time in the past pursuing such algorithms, but frankly they're usually not worth it. If it really isn't difficult to have it runtime configurable, that's probably the best bet.
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jecowa

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1199 on: November 23, 2016, 01:12:59 am »

Oh, I see what you were talking about. I was mixed up before and was looking at "Diagonal" instead of "Square, Open Gaps".
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