BomberTREE
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« on: May 28, 2015, 07:17:22 PM » |
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« Last Edit: August 04, 2017, 10:18:57 AM by BomberTREE »
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BomberTREE
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« Reply #1 on: May 30, 2015, 07:54:38 PM » |
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Right now I'm playing with fractional brownian motion in game maker. I'm only drawing colors from the heightmap and messing with the noise frequency.. but the possibilities
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« Last Edit: June 02, 2015, 03:51:41 AM by Kitheif »
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Zanetski
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« Reply #2 on: May 31, 2015, 11:14:35 AM » |
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There was a game I once abandoned because I couldn't figure out a way to procedurally generate the starting conditions. Turns out, the Herringbone Wang Tiles algorithm might've helped... Thanks for these links!
Having never played it, I didn't know Daggerfall was procgen. Was the entire game like that? Or just a particular system in the game?
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BomberTREE
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« Reply #3 on: May 31, 2015, 02:37:38 PM » |
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@Zanetski No problem man, and Daggerfall doesn't really procgen much during runtime but still has it's cities, dungeons, and sidequests built through algorithms. The main content was tweaked and polished by hand, while the rest remains generated and randomized off of the same seed so every player experiences the same sometimes un-escapable and broken dungeons, but there's so many that what's a few death traps going to change! I believe Arena is setup in a similar way? (Though much less 3d focused) For anybody who's looking for an easier terrain/island solution than perlin, check this out! http://www.stuffwithstuff.com/robot-frog/3d/hills/index.html
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« Last Edit: June 02, 2015, 03:50:19 AM by Kitheif »
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gimymblert
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« Reply #6 on: June 02, 2015, 09:17:54 AM » |
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is content only map?
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« Last Edit: June 02, 2015, 09:27:41 AM by Gimym JIMBERT »
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powly
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« Reply #7 on: June 02, 2015, 10:03:44 AM » |
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Somewhat boring buildings A fracture model (straight up voronoi) for said buildings Also images via reaction-diffusion and fluid dynamics and stuff but not sure what's to be considered procedural generation.
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« Last Edit: June 02, 2015, 10:09:16 AM by powly »
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BomberTREE
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« Reply #8 on: June 02, 2015, 12:47:02 PM » |
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@Sik It's cute but your depth sorting is currently busted.. I like the spike ball mesh! is content only map?
Content (for this thread atleast) can be defined as anything that's specifically made to be in a game. @powlyThat frozen in time broken look is wild! Reaction diffusion and fluid dynamics ey? Could you explain that more? Also if you textured those buildings right they would work well as structures in a shmup or retro sci-Fi helicopter simulator.
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« Last Edit: June 02, 2015, 01:22:51 PM by Kitheif »
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Sik
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« Reply #9 on: June 03, 2015, 08:32:20 AM » |
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@Sik It's cute but your depth sorting is currently busted.. I like the spike ball mesh!
I guess AllegroGL doesn't like newer hardware then =/ (somebody will need to find a way to trick it into enabling the depth buffer)
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BomberTREE
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« Reply #10 on: June 05, 2015, 07:05:20 PM » |
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Yeah that's a bummer about the newer hardware problem
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gimymblert
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« Reply #11 on: June 05, 2015, 07:32:11 PM » |
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Sik
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« Reply #12 on: June 05, 2015, 08:34:40 PM » |
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Yeah that's a bummer about the newer hardware problem Is there any way to force depth buffer creation unconditionally? This is using the fixed pipeline so it should work. (shame I don't have the source code around here anymore or I'd just port it =P)
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BomberTREE
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« Reply #13 on: June 05, 2015, 09:19:54 PM » |
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LET'S GO! @Sik I wouldn't know man, if I were you I'd ask for some advice in the technical thread
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Sik
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« Reply #14 on: June 06, 2015, 07:11:12 AM » |
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Eh, it's an ancient game by now anyway :v I bet anything using AllegroGL is busted by now (it's not like that library worked fine anyway, I know it had a tendency to crash on laptops of the time).
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Conker
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« Reply #15 on: June 06, 2015, 09:24:44 AM » |
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For quite a while I was really interested in procedural generation. I'm not so much anymore but I taught myself very simple things like open rooms in dungeons etc
It's a fun system to work with imo
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BomberTREE
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« Reply #16 on: June 06, 2015, 01:52:53 PM » |
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@Sik Start another game with uh.. Generated traps. Jeese imagine generating smart trap systems! @Conker That's how I learned too using tutorials on roguebasin. Terrain/level generation is really fun to me because you have the option of changing tilesets and bits to make the same layout feel completely different! I'd really like to do something similar with my island generator, giving islands their own personalities and vegetation. But I wouldn't want to recreate the same old resource collecting gameplay that we're seeing here and there
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woodsmoke
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« Reply #17 on: June 09, 2015, 05:59:53 AM » |
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Very interessting. It's what I found most appealing when I played Minecraft. I couldn't imagine where to start. Thanks for this.
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BomberTREE
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« Reply #18 on: June 10, 2015, 05:09:31 AM » |
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Very interessting. It's what I found most appealing when I played Minecraft. I couldn't imagine where to start. Thanks for this. I'm glad to help, if you'd be interested in a beginners tutorial I could write one for Gml
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woodsmoke
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« Reply #19 on: June 10, 2015, 05:56:59 AM » |
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Thanks alot for the offer! But I have very limited time, and it's not needed for what I'm working on now. Maybe I'll come back to you some day.
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