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Author Topic: Cloud Scream > Development on Pause  (Read 86812 times)

Boksi

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Re: WorldJem: Local Maps!
« Reply #180 on: October 25, 2009, 09:59:57 am »

My general impression is that yes, slope has not been added yet. Or any other features, either. But it looks promising!
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #181 on: October 25, 2009, 10:06:38 am »

I'll probably be working on slope sometime today.
I can't wait to see those mountains roll!
Also, water is going to be a special-case tile.
It will be completely smooth, even in the ocean.
If I add waves in the future, they will be a separate entity.
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LegoLord

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Re: WorldJem: Local Maps!
« Reply #182 on: October 25, 2009, 10:13:23 am »

I'll probably be working on slope sometime today.
I can't wait to see those mountains roll!
Also, water is going to be a special-case tile.
It will be completely smooth, even in the ocean.
If I add waves in the future, they will be a separate entity.
Sounds pretty good.

The pictures look blocky, but you knew that already, and you meant to post them before sloping was in, so it's good.
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #183 on: October 25, 2009, 10:15:09 am »

I just added a new technique to edge reconciliation:

Spoiler (click to show/hide)

Much better!
It looks like each tile melds into the next perfectly.
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #184 on: October 25, 2009, 12:08:50 pm »

Slopes are troubling me...

I know how to make each individual slope, but there are 64 different combinations, excluding special cases.
I'm not sure I feel up to making 64 different programs.

There must be a way!
Any ideas?

I think a procedural method is best, but I am not sure how to do it at this point.
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #185 on: October 25, 2009, 12:19:01 pm »

Breakthrough!
I've thought of a procedure for determining the center of round slope.
I will add round slope first, so we can have some Mario-esque features.
From there, we will work off of what we know, getting more and more favorable results.
This one may take a while though...
I hope I can get it done before the week starts again tomorrow.
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qwertyuiopas

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Re: WorldJem: Local Maps!
« Reply #186 on: October 25, 2009, 01:25:17 pm »

Theoretically, a procedural method that subdivides it into 8 blocks would reduce it to only working with 3 diffrent types at once. Plus deciding if it should be mostly full or mostly empty, for a total of only 4 factors to consider...
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jplur

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Re: WorldJem: Local Maps!
« Reply #187 on: October 25, 2009, 02:25:50 pm »

What about a marching cubes algorithm for the slopes?
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #188 on: October 25, 2009, 03:21:11 pm »

The slopes will start off uber-round like Mario mountains.
It will move a center point/center bar into place by testing the surrounding map tiles for full/empty space.
I am starting to think my way is too complicated.
I'm open to suggestions.
I'll look into the methods you guys threw out above.
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #189 on: October 25, 2009, 03:26:51 pm »

Ooh! I just got a super simple idea.
I'll start an algorithm at any open sides of each map tile,
and tapir the land away from it.
So if there are multiple directions, it will be a slope,
And if all directions are open, it will be a point.
Sound good?
This will give some strange results for subvines though.
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Armok

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Re: WorldJem: Local Maps!
« Reply #190 on: October 25, 2009, 03:30:16 pm »

sounds good.

Loooking at these things, on a much smaler scale, makes me think that it would benifit from a median smoothing pass after evrything else is done. This shuld be done at the very smallest level, and consist of makeing each tile be the averge of all the tiles in the surrounding 3x3x3 or 5x5x5 cube. THis shuld make stuff look less spiky and blocky, and more organic.
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #191 on: October 25, 2009, 04:31:30 pm »

I like that idea.
I'll think about that next.
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #192 on: October 25, 2009, 06:17:31 pm »

Something amazing I just found out about my game:
It can calculate an entire map cave in all at once!
I can't believe it!
Imagine seeing an entire map cave in/demolish in realtime 3d!
That is what it is like.
Frame rate is pretty high.

Slopes are sort of working, but there are a bunch of new problems to fix now.
I'm starting to get natural-ish shapes!
I'll see what I can do.
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Outcast Orange

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Re: WorldJem: Local Maps!
« Reply #193 on: October 25, 2009, 07:19:42 pm »

sounds good.

Loooking at these things, on a much smaler scale, makes me think that it would benifit from a median smoothing pass after evrything else is done. This shuld be done at the very smallest level, and consist of makeing each tile be the averge of all the tiles in the surrounding 3x3x3 or 5x5x5 cube. THis shuld make stuff look less spiky and blocky, and more organic.

How do I go about doing this?
Get the 2D height of all tiles, start doing averages, then rebuild to match the new numbers?
I'm thinking this would really help right now.
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Alexhans

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Re: WorldJem: Local Maps!
« Reply #194 on: October 26, 2009, 08:43:10 am »

I can't really check this out right now but it's looking better every day.

if you manage to smooth the tiles it will look absolutely awesome. 

I think that dividing each "cube"/tile into 4 smaller "cubes" is the way to go so you can pre-define the different combinations and just place each type according to the nearing tiles.   You'll only have 3 edges that may "bend" so it will end up to having 2^3 = 8 combinations for the 3d shapes.  You'll have to calculate wich goes where depending on the neighbours.

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