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Author Topic: Cloud Scream > Development on Pause  (Read 86790 times)

Outcast Orange

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Re: WorldJem: Adding Water
« Reply #150 on: October 22, 2009, 07:25:58 pm »

Okay, I'm probably going to rewrite my water code from scratch again.
Sure, it will take a while, but I think it would be easier to start with some fresh clean pseudo-code,
than this horrible mess of inter-contaminating loops.
I really wish I was better at object oriented programming right now,
because so many of the processes share variables, I can't even keep track of where they're all used at.
My include file has around 80 different variables, when my code probably only uses half of them.

I'm going to rewrite water.
I'll be done by sleep time hopefully, so I can get up nice and early tomorrow and have all day to do local maps.
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timmeh

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Re: WorldJem: Adding Water
« Reply #151 on: October 22, 2009, 08:37:24 pm »

I find myself doing that a lot... I had to restart my map generation a couple days ago, just cause I'd been making so many un-commented changes to the original it was completely unreadable...

Anyways, looking forward to this, water physics are sound tough so I can't wait to see how you make it work...
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Adding Water
« Reply #152 on: October 22, 2009, 09:01:02 pm »

It mostly was working actually.
I just couldn't wrap my head around the size of the problem.
The bugs were very disheartening.
It took hours to learn anything about what was going wrong, progress moved at a crawl.
It will be better next time.
I'm sort of busy right now, but I still intend to have this all done soon.
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Killas[SiN]

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Re: WorldJem: Adding Water
« Reply #153 on: October 23, 2009, 07:05:40 am »

Well, it's good from what I can see. (Not very much)

Hope the bug isn't too bad.

As usual, good job and good luck!
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Outcast Orange

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Re: WorldJem: Adding Water
« Reply #154 on: October 23, 2009, 10:30:22 am »

Progress!

I've rethought the water issues, and things are finally doing what they are supposed to.
It's only half done, mind you, but I'm finally getting the results the first implementation wouldn't yield.

I'm going to have to to a computation shortcut at startup for regular play,
but right now I have it computing the entire ocean at startup, to test its full potential.
It takes a whole minute to compute, but I feel that this stress test is necessary
if I want to spot any of those tricky bugs.
Basically, it reconciles the water after the land falls down, and I'm left with a fairly flat ocean.
I'm just going to add an extra cheat process to buzz the ocean flat, since it doesn't really effect the game.
But for now, full ocean testing is helping me see the full extent of my changes.
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Outcast Orange

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Re: WorldJem: Adding Water
« Reply #155 on: October 23, 2009, 10:56:06 am »

Water works! Yes!
I can barely contain my excitement.

Check it out:
Spoiler (click to show/hide)

Remember the earlier picture with all of the water sticking up and crazy after the land fell in it?
Now it is back to being flat!
The water reconciles perfectly now!
Those pink bits sticking up are actually standard (non-ocean) water, resting on top of bits of land.
After a few more changes, they should roll of into the ocean with the rest of the water.
I didn't even know there were going to be islands!
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timmeh

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Re: WorldJem: Water Works!
« Reply #156 on: October 23, 2009, 11:28:00 am »

Nice!  Looks awesome!  Has the link in the first post been updated to the version with working water?
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On the Wall is a Masterfully engraved carving of Urist McHardcastle and Goblins. Urist McHardcastle is surrounded by the Goblins. The Golbins are stamping on Urist McHardcastle. Urist McHardcaste is laughing at the Goblins. The carving related to the prolonged and bloody death of Urist McHardcastle in the Fall of 1659, the Winter of 1659, and the Spring of 1660. On the engraving is an image of Cheese.

Outcast Orange

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Re: WorldJem: Water Works!
« Reply #157 on: October 23, 2009, 11:33:35 am »

Nope.
I could hand it out, but it isn't worth trying yourself.
Once the water is finished, I will throw one up.
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Alexhans

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Re: WorldJem: Water Works!
« Reply #158 on: October 23, 2009, 03:02:59 pm »

Wow... I cant even imagine the complications of the water simulation... Looks fantastic.
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Outcast Orange

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Re: WorldJem: Water Works!
« Reply #159 on: October 23, 2009, 03:12:01 pm »

I can't get those extra tiles to completely reconcile at the current time, so I'm just going to ignore them presently, and start working on the local stuffs.
It will be easier to debug the water once it's moving around on a smaller scale,
instead of sitting a whole minute in between runs while it calculates the displacement of the ocean.
So now I'm going to program a short cut to get the game running faster.
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[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: WorldJem: Water Works!
« Reply #160 on: October 23, 2009, 03:25:21 pm »

The shortcuts are done, and everything looks nice and smooth now.
Check out the islands:

Spoiler (click to show/hide)

They are actually underwater mountain tips.
I wish the water had been easier to finish at this scale, but it isn't really important.
I'm returning to my position of "a whole tile of water will never have to be relocated"
The only way this would ever happen, theoretically, is if you destroyed an entire land tile,
then flooded it completely.
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[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: WorldJem: Water Works!
« Reply #161 on: October 23, 2009, 03:34:57 pm »

Here is a picture of a lower sea level, with more islands:

Spoiler (click to show/hide)

I kind of like it better that way, so I'm going to leave it for now.
If anybody likes smaller, rarer islands, I can put the sea level back very easily.
What do you think?
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[7:53:55 PM] Armok, why did you demand that I don't eat you?
[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: WorldJem: Water Works!
« Reply #162 on: October 23, 2009, 04:00:04 pm »

I've got the selector tool working:

Spoiler (click to show/hide)
Spoiler (click to show/hide)

Here's a working version:
http://www.mediafire.com/?sharekey=eb8df6fc7b18ae57b94117dade8fc295ebc6615a61355b4c79b5ba589d1986ba
It's available separate, or including the necessary library file.
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[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: WorldJem: Selection Tool
« Reply #163 on: October 23, 2009, 10:54:21 pm »

Okay, local maps are sort of working.
It creates a 30x30x30 cube of with the correct material.
Then it eats away at each edge, replacing the material with a random amount of the neighboring tile's material.
If this tile happens to be empty, it leaves emptiness behind, forming terrain.
Right now it only supports flat maps (surrounded by tiles, but none above-ish)
I'll iron out the problems on a simple flat map, then add in support for the other ~27+ types of map,
one at a time, as I feel like adding them.

When a map is "flat", it is for from actually flat. Flat just means that it has no general slope.
That is why I started on flat maps, so I wouldn't have to worry about slope yet.

I have a bug where all of the home tiles (made of the material of selected map-tile) are invisible/deleted.
Once I fix that up, I'm going to work on smoothing formulas, and add in another avatar like Orange.
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[7:54:34 PM] [Armok]: woooooo

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Outcast Orange

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Re: WorldJem: I built a house!
« Reply #164 on: October 24, 2009, 10:34:47 am »

Check it out:
Spoiler (click to show/hide)

It took half an hour to figure out techniques to do that stuff.
It took five minute before I realized I could stack up blocks to make myself stairs to reach higher places.
You can pick up tiles and move them around to make things like houses.
You can create your own weightless tiles by "stomping".
Basically, if you try to move downward while standing on something, it becomes the special green material.
That's why the bridge behind the house stays up.
The house is made from subvine material I found at the edge of the map (neighboring tile).
That's why it doesn't fall in.

I'll post up a working version soon.
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[7:54:34 PM] [Armok]: woooooo

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