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TIGSource ForumsCommunityDevLogsMoonQuest
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BlueSweatshirt
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« Reply #700 on: May 20, 2012, 11:01:00 PM »

brb, getting my 8K screen of 7680x4320 and zooming moonman to 1x
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eigenbom
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« Reply #701 on: May 20, 2012, 11:05:10 PM »

lol, i hope ur graphics card doesn't have an upper limit on its fbos...
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BlueSweatshirt
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« Reply #702 on: May 20, 2012, 11:06:40 PM »

If I had the means to get an 8K display I'd probably have the means to get such a (ridiculous) gfx card as well.  Giggle
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eigenbom
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« Reply #703 on: May 20, 2012, 11:12:22 PM »

sounds like a plan, i'll take 3..
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keoni29
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« Reply #704 on: May 21, 2012, 01:09:49 AM »

Those mockups look promising!
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eigenbom
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« Reply #705 on: May 22, 2012, 12:21:12 AM »

Update: Added a loading screen and progress bar. Started the script manager. Lua, we meet again. Undecided
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eigenbom
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« Reply #706 on: May 28, 2012, 12:19:23 AM »

Update: Turned 31 on the weekend.. Who, Me?

ScriptManager is coming together. It grabs all the loaded scripts from the ResourceManager as chunks of text, then it boots up Lua and runs any on_load() functions the scripts provide. I've chosen to go with a simple module format for the scripts, all scripts should return a table containing their functions, e.g.,

Code:
-- some_script.lua
local M = {}
function M.some_function()
  -- do something
end
return M

-- another_script.lua
foo = require "mm.core.scripts.some_script"
foo.some_function()

I've got basic world generation happening through the scripts now. The shot below shows a small procedurally generated floating island, with some of the script next to it.



My next steps are basically to continue fleshing out the scripting system with respect to world generation, including building trees and other simple structures (outposts, etc..), and creating undulating grassy hills with caves below. Then I'm going to re-work in some of the older code I've got lying around to do a simple inventory, pick-up, place block, and use item system. Then I'll hopefully release an alpha for a few people to test. Toast Left

Oh, I also found a bug where I was allocating a 1gb buffer instead of a 1mb buffer, oops!
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SolarLune
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« Reply #707 on: May 28, 2012, 05:59:48 AM »

I've got basic world generation happening through the scripts now. The shot below shows a small procedurally generated floating island, with some of the script next to it.

Put a Master Emerald in the middle of it. Ha ha, but it sounds like it's coming along pretty well. Now I want to make a moddable game like this, with a scripting engine. It's looking pretty sick so far, and you keep working on it, which is great. Keep it up!
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peous
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« Reply #708 on: May 28, 2012, 06:31:27 AM »

looks nice !
but is script fast enough to generate world while you move ?
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eigenbom
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« Reply #709 on: May 28, 2012, 01:48:01 PM »

thx guys!
@peous i've opted to go for the dwarf fortress model of pre-generating everything, but you're right, it is slower, but hopefully i can split up the chunk generation across cores to speed it up..
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eigenbom
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« Reply #710 on: May 28, 2012, 03:47:08 PM »

Update: hashing block coords to give subtle hue changes..



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eigenbom
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« Reply #711 on: May 28, 2012, 05:38:21 PM »

Update: A fairly successful attempt at generating a smooth undulating surface, with a few manual modifications (the vines etc between the island and surface..)


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SolarLune
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« Reply #712 on: May 28, 2012, 07:01:41 PM »

The hue changes are really, REALLY subtle. Maybe they could be a bit more obvious? Also:

Update: A fairly successful attempt at generating a smooth undulating surface, with a few manual modifications (the vines etc between the island and surface..)




Moonmen are EVERYWHERE. Ha ha ha, but really, what are the faces? Who, Me?
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eigenbom
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« Reply #713 on: May 28, 2012, 07:08:54 PM »

Yeh i tried some stronger hue changes, but it made the blockiness stand out too much. Oh and the faces are nothing, just a miscellaneous block type. Thx for the comments as usual. Smiley
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Franklin's Ghost
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« Reply #714 on: May 28, 2012, 07:19:12 PM »

That moonman landscape is looking nice, liking the colours. And great to see this coming together again.
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eigenbom
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« Reply #715 on: May 28, 2012, 10:05:43 PM »

Update: Carving out some caves with musgrave's ridged multifractal (based on this). Caves get bigger the deeper you go. Looks like I'll need to revisit my lighting system, caves are more scary in the dark ... mwahahaaa Evil

Terrain also blends between lowlands and mountains, but is disgustingly homogeneous wrt block types.


click to embiggen


Screenshot also shows a little problem with the block hues, the 2d hash is not performing as well as I need it to, but it'll have to go way down on the todo list.
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eigenbom
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« Reply #716 on: May 28, 2012, 10:34:56 PM »

kind of cool.. My Word!

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BlueSweatshirt
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« Reply #717 on: May 28, 2012, 10:38:03 PM »

And for today's weather forecast...
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eigenbom
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« Reply #718 on: May 28, 2012, 10:41:06 PM »

Something unexpected from my procedural terrain adventures .. (click for wallpaper size)

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peous
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« Reply #719 on: May 29, 2012, 12:20:04 AM »

Yeh i tried some stronger hue changes, but it made the blockiness stand out too much. Oh and the faces are nothing, just a miscellaneous block type. Thx for the comments as usual. Smiley
the hue changes are quite visible on the island because orange is quite saturated. but not visible on big gray zone because... it has no saturation !
Maybe you could change lightness a bit in addition to the hue...
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