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Author Topic: Lifevis - A realtime 3D interface for DF - Now with more Speed!  (Read 79435 times)

Mithaldu

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Re: 3Dwarf beautification project
« Reply #60 on: September 27, 2008, 10:08:14 pm »

So, to serene melodies, arranged by Susumu Hirasawa, and voiced by transsexuals from Thailand, i created something.

I was not content however.

I sat down and searched for a suitable location. Then i sent out a group of seven dwarves.

Here they are:



I wonder who they will meet here...

To the north, a single hoary marmot overlooks its very own mountain.


Directly underneath some fire imps were getting it on in their lava pool.


And further to the south some naked mole dogs were chilling in their deep hole.


Sadly i realized that there is still some work to do, since creatures left trails behind them when moving, but i won't keep this from you, so here's an updated package. :)

http://dwarvis.googlecode.com/
« Last Edit: October 19, 2008, 05:34:15 am by Mithaldu »
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Spoggerific

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Re: 3Dwarf beautification project
« Reply #61 on: September 27, 2008, 10:11:01 pm »

What language is lifevis in? Will you be releasing the source?

I'm an amateur programmer, and being able to study something something like lifevis would be very cool and educational for the likes of me.

It's perfectly understandable if not... I was just curious. Or, maybe you already have, and I'm just too dumb to look for it.
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Mithaldu

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Re: 3Dwarf beautification project
« Reply #62 on: September 27, 2008, 10:15:21 pm »

Completely open source and public domain.

http://code.google.com/p/dwarvis/source/browse/trunk/lifevis <- svn web viewer
http://code.google.com/p/dwarvis/source/list <- change log
http://code.google.com/feeds/p/dwarvis/svnchanges/basic <- rss feed

Also note: You should *really* get acquainted with SVN, TortoiseSVN works nice under windows and is what i use. It'd allow you to easily keep up-to-date with my changes.

P.S.: You need to be more curious. :p Try looking into the prog folder in the lifevis one.
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Spoggerific

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Re: 3Dwarf beautification project
« Reply #63 on: September 27, 2008, 10:23:32 pm »

Ah. Perl. The language I'm most familiar with, and the one upon which I cut my teeth, is C++. However, I know enough about perl to at least be able to read this. Thank you!

Also, yeah, I'm acquainted with SVN. I used TortoiseSVN before, and it was fairly nice. However, that was quite a while ago... I'm on Linux, now. My IDE of choice, Eclipse, has handled SVN before, so I know how to set it up. Thank you, again.

May your semicolons never be forgotten, and your pointers never cause a segfault.
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Janus

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Re: 3Dwarf beautification project
« Reply #64 on: September 27, 2008, 10:38:58 pm »

At long last, support for the display of critters! Keep up the good work. :D
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Tomas asked Dolgan, "What place is this?"
The dwarf puffed on his pipe. "It is a glory hole, laddie. When my people mined this area, we fashioned many such areas."
     - Raymond E. Feist, Magician: Apprentice  (Riftwar Saga)

corvvs

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Re: 3Dwarf beautification project
« Reply #65 on: September 27, 2008, 11:08:33 pm »

Ah. Perl. The language I'm most familiar with, and the one upon which I cut my teeth, is C++. However, I know enough about perl to at least be able to read this. Thank you!

Also, yeah, I'm acquainted with SVN. I used TortoiseSVN before, and it was fairly nice. However, that was quite a while ago... I'm on Linux, now. My IDE of choice, Eclipse, has handled SVN before, so I know how to set it up. Thank you, again.

May your semicolons never be forgotten, and your pointers never cause a segfault.

Hmm, does this utility work for you? I can't get any of the 3rd party stuff to work under WINE - my guess is that each program must be running in its own protected space so they can't find the DF window. Is there an option I need to pass to wineserver or something?
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Spoggerific

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Re: 3Dwarf beautification project
« Reply #66 on: September 27, 2008, 11:10:18 pm »

Ah. Perl. The language I'm most familiar with, and the one upon which I cut my teeth, is C++. However, I know enough about perl to at least be able to read this. Thank you!

Also, yeah, I'm acquainted with SVN. I used TortoiseSVN before, and it was fairly nice. However, that was quite a while ago... I'm on Linux, now. My IDE of choice, Eclipse, has handled SVN before, so I know how to set it up. Thank you, again.

May your semicolons never be forgotten, and your pointers never cause a segfault.

Hmm, does this utility work for you? I can't get any of the 3rd party stuff to work under WINE - my guess is that each program must be running in its own protected space so they can't find the DF window. Is there an option I need to pass to wineserver or something?
Oh... no. I haven't tried running this on wine yet. I'll give it a shot tomorrow, though. It's 23:00 here, and I'm tired. I've only used utilities for Dwarf Fortress once, and that was on my windows partition, while I was fooling around. I'll let you know what I find out when I try.
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Mithaldu

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Re: 3Dwarf beautification project
« Reply #67 on: September 28, 2008, 01:31:39 pm »

Alright, today i embarked with a number of Perlmonks into the lightly charted waters of parallelization and we found a little treasure which goes by the name Coro.

I won't mince words long and let the videos speak for themselves:



The first one shows me moving rapidly over a map and showcases how the movement is unhindered by the data synching and how the cells are being loaded in in the background and pop up when they've been loaded.

The second one shows that even with a 23x23 map, the updates running in the background don't block the drawing. I'm getting crap for framerate when zoomed out (middle mouse button), but when zoomed in the fps rises rapidly. Note that at this point one update in the background took roughly 50 seconds.

As usual, you can get the latest version here: http://dwarvis.googlecode.com/
« Last Edit: October 19, 2008, 05:36:28 am by Mithaldu »
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Mithaldu

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Re: 3Dwarf beautification project
« Reply #68 on: September 30, 2008, 10:49:06 pm »

I've changed enough so i can't remember what i did anymore, so i'll paste the changelog (slightly cut to remove the less interesting stuff):

Quote
- Added models for boulders, shrubs, trees, saplings.
- Added brightness variations for various similar tile types (for example grass) via array in internals.
- All models draw their initial brightness modifier from the internals table now.
- Restricted brightness values in the model generator so it wouldn't generate pure black or white tiles.
- Disabled hiding of hidden tiles that are atop unhidden ones.
- Added culling of invisible polygons to floors (and similar, like trees, etc.) and walls.
- Added mouse sensitivity setting to config.
- Simplified the creature model for better performance.
- Creatures now get updated more frequently (almost real-time).
- Position is now calculated by using the viewport coordinates when no cursor is active.
- View range can now be modified via buttons in the lower left corner.
- Small bugfix to clamp cell access to map when range is too big.

Additionally i've done a lot of non-visible changes that have to do with working towards increased parallelization.

Some screenshots this time only, i'm too tired to record a video of mountain goats running in circles.




Lastly, I'm randomly getting a corruption problem where the landscape gets all jumbled up and i can't find it. Suspecting OpenGL is messing up on my card somewhere. Please tell me if you notice the same.

Also, please check this topic if you're interested in helping me: http://www.bay12games.com/forum/index.php?topic=25521.0

Download as usual: http://dwarvis.googlecode.com/
« Last Edit: October 19, 2008, 05:36:34 am by Mithaldu »
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Neonivek

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Re: 3Dwarf beautification project
« Reply #69 on: September 30, 2008, 10:51:26 pm »

Are those bushes or do you have problems getting boulders to appear as the correct material on the landscapes?
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Mithaldu

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Re: 3Dwarf beautification project
« Reply #70 on: September 30, 2008, 10:58:13 pm »

The small green things are bushes, the grey things are boulders. Apparently i'm an awesome artist. Thus also the call for better ones here: http://www.bay12games.com/forum/index.php?topic=25521.0 ;)
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EchoP

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Re: 3Dwarf beautification project
« Reply #71 on: October 01, 2008, 03:16:59 am »

Wow. Just awesome what you are doing here, keep up the good work.  :) 
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Mithaldu

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Re: 3Dwarf beautification project
« Reply #72 on: October 01, 2008, 04:07:47 am »

Quick update thanks to Footkerchief: http://dwarvis.googlecode.com/

This improves responsiveness on maps with many creatures and makes some purple [?] tiles show up properly.
« Last Edit: October 19, 2008, 05:36:38 am by Mithaldu »
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Podonok

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Re: 3Dwarf beautification project
« Reply #73 on: October 01, 2008, 10:40:32 am »

Is it possible to swap 3d models with editable sprites?

Because I would totally use some graphic mods made for DF in 3Dwarf.
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Mithaldu

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Re: 3Dwarf beautification project
« Reply #74 on: October 01, 2008, 11:08:47 am »

I'd probably be able to do that with point sprites, but it'll probably have to wait until i start working on transparency effects, as point sprites are a bit pointless without that.
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