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879097 Posts in 32961 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 09:14:59 AM
TIGSource ForumsDeveloperFeedbackDevLogsmoonman (v0.3 win+osx 01/02/13)
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Author Topic: moonman (v0.3 win+osx 01/02/13)  (Read 81982 times)
eigenbom
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« Reply #135 on: December 01, 2011, 08:22:25 PM »

Update: Worked on sky rendering today. Sky changes colour depending on the time of day. Stars are visible at night and rotate on the planets celestial axis. Click image for animation.




Edit: Oh I should also mention that I'm taking a week off next week. So MM will be on hold for then.
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eigenbom
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« Reply #136 on: December 02, 2011, 10:48:15 PM »

Ok, I lied, I couldn't resist doing a bit of moonman coding today, but I'm definitely leaving tomorrow morning, so then, no more updates for a week. Smiley

Update: Today I got to code a bit, so added a background layer, it has few layers with parallax scrolling, and blends in with the sky to model atmospheric scattering/fog. The mountains are just placeholders at the moment, and my intention is to have different background scenery depending on your location, so snow biome will have snowy mountains, etc. Click image for youtubes video!



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BlueSweatshirt
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« Reply #137 on: December 02, 2011, 10:51:35 PM »

My only gripe is that mountains should not be higher up on the screen the farther back they are. They should either be smaller or lower. assuming all mountains are of the same height of course. But as it is it just looks awkward.

I like it though.
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eigenbom
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« Reply #138 on: December 02, 2011, 11:02:35 PM »

Yeh I definitely agree, they are just placeholders though. Smiley
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rek
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« Reply #139 on: December 03, 2011, 09:39:40 AM »

My only gripe is that mountains should not be higher up on the screen the farther back they are. They should either be smaller or lower. assuming all mountains are of the same height of course. But as it is it just looks awkward.

I like it though.

I don't see the problem – foothills are lower and closer than the taller, farther, mountains.

The alternative is putting low mountains behind tall mountains, which you'd hardly see.
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BlueSweatshirt
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« Reply #140 on: December 03, 2011, 11:07:38 AM »

Well that's just one way to look at it. I made that judgement on the assumption that all the mountains were supposed to be relatively the same height. Also, if they were foothills I don't think they would point like that  Tongue

Anyway, like eigenbom said, they're just placeholders.  Smiley
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PompiPompi
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« Reply #141 on: December 04, 2011, 03:46:20 AM »

If mountains are at the same height, then the mountains on the background should be the highest, but they still need to conform to normal perspective.
Let's say the following set is the peak height of the mountain in screen space relative to the center of the screen, from the closest to the farset. Then the set should be something like:

-2, -1, -2/3

Or in other words:
h - Closest mountain screen space height.
d - distance between two adjacent mountains(in z)
Then,
y_i = h/(1+i*d);

The point is, both screen space world space x and y should be scaled by 1/z, where x and y are numbers relative to the screen's center. And z is the distance from the 'camera', either in world space or some normalized distance value.

This is out of my head, I hope I didn't make any mistake. Maybe others can elaborate.

Edit: Sorry, actually x, y and z should be in world space.
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Kickstarter? no no no... it's Kicksucker...
Pemanent
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« Reply #142 on: December 04, 2011, 02:50:48 PM »

If you look at the stars and their alignment you can figure out the perspective from the ground. You can use this to calculate the celestial axis of the planet as well as the relative mass. Then if you take the overall area of the mountains and compare it to the mass of the planet (factoring in the celestial axis of course) you can determine that the planet is actually bending upwards toward the sky, thus it makes sense that the mountains would get higher on the picture plane as they go farther back. Its simple really.  Wink

But its just placeholders so whatever.

Seriously though, looking good, nice progress!
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eigenbom
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« Reply #143 on: December 14, 2011, 08:44:31 PM »

Moonman's Xmas! GO PLAY IT!

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Ashkin
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« Reply #144 on: December 14, 2011, 09:29:57 PM »


Merry Christmas, Moonman.
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eigenbom
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« Reply #145 on: December 14, 2011, 10:45:41 PM »

wtf, how did u do that!> O_O
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Ashkin
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« Reply #146 on: December 14, 2011, 10:50:36 PM »

Secretly, I am a wizard.
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eigenbom
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« Reply #147 on: December 14, 2011, 11:08:36 PM »

Secretly, I am a wizard.
My Word!

Actually its quite obvious how you did that, you simply reassembled my source, adjusted one of my many MAGIC (Wizard) numbers, then recompiled and wham!
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eigenbom
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« Reply #148 on: December 14, 2011, 11:25:09 PM »

Mwahahaah!
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eigenbom
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« Reply #149 on: December 19, 2011, 11:36:10 PM »

Update: Today I started to figure out the block rendering system. Moonman, like Terraria, will have two layers of blocks, the current collidable layer and a background layer. Referring to my earlier mockup, I need at a minimum the following features:
- Draw full blocks, sloped blocks, half blocks
- Have a background layer and foreground layer
- Have a repeating texture on the blocks (in the mockup the texture is 2 blocks wide, making repetition a little less obvious)
- Context-dependence e.g., the blocks on the edge of the cave's back wall are rendered differently, giving a rough edge

I started to make some headway on this today, but I'll hopefully do a lot more tomorrow. Here's what I've got so far. Not too exciting to look at at the moment, but making progress nonetheless... Smiley



Once the above features are implemented, I'll move on to another part of the game, probably the actual mining system, but some further features I'll eventually add to the rendering system are:
- Tinting blocks based on sky colour
- Modelling light (shadows and ambient occlusion)
- Caching chunks of the world to textures
- Special effects (e.g., a glow for moonore)

thx for reading..

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