Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411279 Posts in 69323 Topics- by 58380 Members - Latest Member: bob1029

March 28, 2024, 03:21:11 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsThe Procedural Place To Be
Pages: [1] 2 3 ... 5
Print
Author Topic: The Procedural Place To Be  (Read 29367 times)
nikki
Level 10
*****


View Profile
« on: December 21, 2009, 03:24:05 PM »

Latest stuff:

a quick preview of the inhabitants

the house design program

their houses (half procedurally/half designed in program above)

and the trees
with a  working tech-demo (windows)

Currently i am working on the houses again (the roofs notably), and tweaking alot of numbers in the plant/tree department

original post:

Hello!
I am trying to build a procedural planet.
At the moment i'm working on the different biomes.
and other planet size problems


There will also be a more human scale view with generated vegetation and stuff.
I'll try to keep you updated.
« Last Edit: January 20, 2010, 05:18:43 PM by nikki » Logged
Pishtaco
Level 10
*****


View Profile WWW
« Reply #1 on: December 21, 2009, 03:44:14 PM »

How are you doing rivers?
Logged

Epitaph64
Level 1
*



View Profile WWW
« Reply #2 on: December 21, 2009, 11:32:31 PM »

That looks pretty awesome so far! At first glance, I thought it was some kind of liero style procedural platformer, and then I realized it wasn't... Sad Haha, anyways, good luck!
Logged

nikki
Level 10
*****


View Profile
« Reply #3 on: December 22, 2009, 10:46:11 AM »

How are you doing rivers?

Not properly yet , when the river can't flow lower it should form a lake and rise, until it finds a spot to go again.
This isn't implemented yet..
i don't really understand why so many river are perfectly diagonal, but i am sure i'll suss it out !
Logged
st33d
Guest
« Reply #4 on: December 22, 2009, 07:03:45 PM »

Am I wrong in thinking that the rivers should be implicitly described by the water level constant?

Certainly water eats away at the rock, but that's why we have gulfs. Those rivers should be hungrier for land where they meet the sea.
Logged
nikki
Level 10
*****


View Profile
« Reply #5 on: December 23, 2009, 06:14:13 AM »

the rivers are a bit better:


at st33d:
am i right in thinking you are talking about the forming of a riverdelta?
Logged
Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #6 on: December 23, 2009, 10:24:39 AM »

Looks wonderful!
Logged

nikki
Level 10
*****


View Profile
« Reply #7 on: December 25, 2009, 04:28:52 PM »

Hello again !
I was strugling with meaningful color values for the world map, now i've found this lovely triangle :



And I've also started with the closer view screens:


this would be a temperate decidious place, or maybe boreal!, imagine trees here

todo list

-soil types
-generative vegetation
-rivermaking at this viewlevel
-designing small 16x16 textures for the different biomes' soil (definined in triangle above)



Logged
LazyWaffle
Guest
« Reply #8 on: December 25, 2009, 07:02:57 PM »

 Kiss Kiss Kiss Kiss Kiss Kiss Kiss
Logged
Hempuli‽
Level 10
*****


Sweet potatoes.


View Profile WWW
« Reply #9 on: December 26, 2009, 03:04:40 AM »

It looks great, but what are those tiny dark rectangles around the landscape?
Logged

nikki
Level 10
*****


View Profile
« Reply #10 on: December 26, 2009, 03:11:24 AM »

my tileset is not completely finished, and i threw in some rectangles to see where the 'holes' were, next update they will be gone ! Coffee
Logged
Super Joe
BANNED
Level 9
*

let's go


View Profile
« Reply #11 on: December 26, 2009, 03:32:52 AM »

Hello this is Superjoe

Biome is a cool word that only appears in cool games.

-SUPERJOE
Logged
increpare
Guest
« Reply #12 on: December 26, 2009, 04:46:37 AM »

looking very cool!
Logged
moi
Level 10
*****


DILF SANTA


View Profile WWW
« Reply #13 on: December 26, 2009, 09:34:03 AM »

You should team up with Ullillilia
Logged

subsystems   subsystems   subsystems
Mipe
Level 10
*****


Migrating to imagination.


View Profile
« Reply #14 on: December 26, 2009, 10:05:21 AM »

I am also wrestling with procedural stuff. My head is buzzing from all the porting of various algorithms to Ruby language (Perlin, Simplex and Diamond-Square noise). Still trying to figure out how to make it generate a somewhat acceptable world (with continents and stuff), so I wonder what are you using there.
Logged
nikki
Level 10
*****


View Profile
« Reply #15 on: December 28, 2009, 04:36:42 PM »

Hi Mipey

For the forming of continents i found the
 Voronoi Diagram
very helpfull !

I like to try to explain what it does, so here i go:
The Voronoi Diagram is a way to divide a 2dimensional square or rectangle into funnily formed shapes, or polygons . Mind you the voronoi step in my program is the computational heaviest (atm it takes about 1/2 of the total time the forming need !)
There is some of tweaking involved.

In my case the basic world recipy is :
  • 0.6 Diamond Square
  • 0.4 Voronoi

a few cycles of extra rounding and some stirring with noise, and leave it cook for as short a time as possible  Hand Fork Left Who, Me? Hand Knife Right

I hadn't looked into the Simplex stuff before, and I thank you for mentioning it. Thru Wiki I found
 this PDF  
but are you cabale of explaning what it is , in an easier way ?

anyway Succes ! and bye
« Last Edit: December 29, 2009, 04:26:20 AM by nikki » Logged
Mipe
Level 10
*****


Migrating to imagination.


View Profile
« Reply #16 on: December 29, 2009, 01:15:16 AM »

Trust me, I don't know it any better than you do. In the end I've had a friend help me with fractal noise (perlin), he did most of the work there. However, since I want seamless tiling world (say, 32x32 world map, each cell is a 128x128 region, each of region cells is a 128x128 local area or something, transition between areas and regions is supposed to be seamless).  But that is proving to be quite troublesome for my limited abilities...

You can see noise algorithm implementations in Ruby here. Currently I'm using the Fractal Noise, because that's at least supported by my more capable friend, I probably should use Diamond-Square displacement, however I haven't figured out how to make it tile yet.

Hell, I'm not even getting continents yet.   Sad

Such is the price of freedom, huh?

P.S.: Fix the PDF url, but yeah, that's what I followed when I attempted to integrate Simplex noise. Apparently with Simplex you can easily create an EVOLVING planet, that is animating its transitions. Imagine watching Earth go from ancient Pangaea to the continents we are familiar with nowadays. But hey, that's rocket science for me. Imagine a roguelike with time travel capability!
« Last Edit: December 29, 2009, 01:18:28 AM by Mipey » Logged
nikki
Level 10
*****


View Profile
« Reply #17 on: December 30, 2009, 06:31:34 AM »


O.k !

Next up , The vegetation

in Another Thread I'm finding out about ways of growing vegetation procedurally, and have started experimenting.

I was wondering wat the result would be if you have a very high recusirveness,
And in case your wondering too....

I present to you " The Hairy Ball"  Smiley




oh and btw , at Moi : I am trying to find that specific member of the board, but i can't find it , who is Ullillilia ?
Logged
moi
Level 10
*****


DILF SANTA


View Profile WWW
« Reply #18 on: December 30, 2009, 06:34:36 AM »

He's not on that board, he's just an autistic kid who create games and who spends a crazy long time obsessing about details of the worlds he creates.
Look for him on youtube.
For some reason, this picture reminded me of the type of stuff he creates.
Logged

subsystems   subsystems   subsystems
nikki
Level 10
*****


View Profile
« Reply #19 on: December 30, 2009, 06:58:17 AM »

His terrain does look very good !
I just put the hairy ball aside,  Panda 
And applied the proper angle calculations,

Immediatly there was this little forrest on my screen

Logged
Pages: [1] 2 3 ... 5
Print
Jump to:  

Theme orange-lt created by panic