Nate_G
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« Reply #1320 on: January 12, 2013, 07:45:05 AM » |
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That looks gorgeous djdolber!
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OverpassDevlogA hot air balloon exploration game.
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Martyr
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« Reply #1321 on: January 12, 2013, 07:45:43 AM » |
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dexter_deluxe
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« Reply #1323 on: January 12, 2013, 10:04:35 AM » |
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Will the shield also protect from those acid geysers? Find out soon... More infos at our devlog or at IndieDB
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« Last Edit: January 12, 2013, 10:27:26 AM by dexter_deluxe »
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BleakProspects
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« Reply #1325 on: January 12, 2013, 10:40:13 AM » |
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Been working on improving the GUI elements in DwarfCorp. Here is a test panel I made. It's pretty basic, but more than what I need for the game.
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PompiPompi
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« Reply #1326 on: January 12, 2013, 11:14:55 AM » |
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Master of all trades.
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:^)
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« Reply #1327 on: January 12, 2013, 01:51:53 PM » |
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Been working on improving the GUI elements in DwarfCorp. Here is a test panel I made. It's pretty basic, but more than what I need for the game. snip
that bordered text is kinda mean to my eyeballs. maybe make the border a more earthy color? and the white a little more tannishhhh?
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miketucker
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« Reply #1328 on: January 12, 2013, 02:04:16 PM » |
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Been working on improving the GUI elements in DwarfCorp. Here is a test panel I made. It's pretty basic, but more than what I need for the game. snip
that bordered text is kinda mean to my eyeballs. maybe make the border a more earthy color? and the white a little more tannishhhh? Yep, with a light background, it's typically easier to use dark foreground elements. And vice versa if it's a dark background. GUI menus in game engines are a pain, Nice work so far!
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Sam
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« Reply #1329 on: January 12, 2013, 02:37:36 PM » |
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Ashkin
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« Reply #1330 on: January 12, 2013, 02:58:10 PM » |
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I want it.
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BleakProspects
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« Reply #1331 on: January 12, 2013, 03:13:17 PM » |
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that bordered text is kinda mean to my eyeballs. maybe make the border a more earthy color? and the white a little more tannishhhh?
You're right. The white text is a holdover from an earlier GUI I had which had black backgrounds. Now that I've switched to light backgrounds I should use darker text. Awesome water
This is amazing! What's the technical principle?
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Code_Assassin
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« Reply #1332 on: January 12, 2013, 10:37:00 PM » |
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Alex Higgins
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« Reply #1333 on: January 13, 2013, 06:36:24 AM » |
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I want it. Ditto.
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SolarLune
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« Reply #1334 on: January 13, 2013, 07:33:01 AM » |
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-snip-
Cool water, indeed. @Code_Assassin - The background tiles could be darker still (to me), but it's looking pretty good.
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Sam
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« Reply #1335 on: January 13, 2013, 08:13:13 AM » |
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What's the technical principle? It's built around a (I believe) new type of landscape representation I've been working on for much of the last year which would take a while to explain. But the water's the interesting part anyway: The water is based primarily on local effects, quite like the cellular-automata stuff used in Dwarf Fortress. But my world isn't based on a cube grid (although it is constrained to a grid on the X-Z plane) so the neighbours available to a cell varies depending on surrounding landscape and water volume within a cell. It calculates water pressure in neighbouring cells at the point where they touch and uses that to determine what fluid flow should happen. Most games use pressure difference between neighbouring water cells to determine how much volume is transferred each update (although often obscured behind language about making water depth in neighbouring cells converge towards equality). Instead I use pressure difference to determine the 2nd derivative of volume transfer, effectively an acceleration in fluid flow. Each update the acceleration for that instant is calculated, the acceleration is applied to velocity, which in turn actually moves water volume. Because velocity is kept between updates there is a pleasantly smoothly applied overfilling of cells which gives rise to the waves and general sloshing about feel of the water. Worth noting also that this isn't based on a height map like for instance From Dust's water is. So there could be an aqueduct carrying water over that valley and it would simulate just fine with no interference. Unless the aqueduct overflowed, in which case it would of course correctly interact with the water below. (I'll make a devlog some time fairly soon. Been working on this for so long with nothing worth showing, it makes a nice change.)
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BleakProspects
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« Reply #1336 on: January 13, 2013, 11:35:29 AM » |
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Most games use pressure difference between neighbouring water cells to determine how much volume is transferred each update (although often obscured behind language about making water depth in neighbouring cells converge towards equality). Instead I use pressure difference to determine the 2nd derivative of volume transfer, effectively an acceleration in fluid flow. Each update the acceleration for that instant is calculated, the acceleration is applied to velocity, which in turn actually moves water volume. Because velocity is kept between updates there is a pleasantly smoothly applied overfilling of cells which gives rise to the waves and general sloshing about feel of the water.
Pretty good idea! I might try this to improve my own crappy water simulation.
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poe
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« Reply #1337 on: January 13, 2013, 12:42:13 PM » |
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I like it, you're getting a lot better
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Code_Assassin
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« Reply #1338 on: January 13, 2013, 01:16:46 PM » |
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I like it, you're getting a lot better Thanks man
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