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1  Game Development / Game Mechanics / Re: Coordinate conversion and sphere mapping. on: 2012-07-10 22:00:00
What I found out so far about my problem is that ( I didn’t know that) perlin noise creates negative values. Thats why the two objectes ( it’s actually on object, explanation follows) are into one another. The area with the accumulation of points might be the result of small input values to the perlin noise. So it could be the equator or the zero meridian?!
2  Game Development / Game Mechanics / Re: Coordinate conversion and sphere mapping. on: 2012-07-06 15:51:23
I want to map noise to a sphere. (The module.getValue(x, y, z) method in the mapping method refers to a perlin noise. This function should be fine)
3  Game Development / Game Mechanics / Coordinate conversion and sphere mapping. on: 2012-07-06 15:42:04
Hey,

I have some issues with mapping converted coordinates to a sphere. I'm using libnoiseforjava and the jMonkeyEngine.
First my conversion methode:

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   public Vector2f cartesianToGeo(Vector3f position, float sphereRadius)
   {
           sphereRadius = FastMath.sqrt((position.x*position.x)+(position.y*position.y)+(position.z*position.z));
     
           float lat = (float)Math.asin(position.z / sphereRadius) * FastMath.RAD_TO_DEG; //theta
          float lon = (float)Math.atan2(position.y, position.x) * FastMath.RAD_TO_DEG; //phi

           return new Vector2f(lat, lon);
   }


This is the mapping method from libnoiseforjava:

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   public double getValue (double lat, double lon)
   {
      assert (module != null);

      double x, y, z;
      double r = Math.cos(Math.toRadians(lat));
      x = r * Math.cos (Math.toRadians(lon));
      y = Math.sin (Math.toRadians(lat));
      z = r * Math.sin (Math.toRadians(lon));
      return module.getValue (x, y, z);
   }


And here is what I get (using sphere approximation from octahedron):



It looks like two spheres into one another and on the right is the transition between them with a high count of points. My assumption is, that the getValue method expects latitude and longitude in an area from -90 to 90 degrees. My conversion method only returns values from -180 to 180 degrees. That's probably the reason why I get two spheres. First: does anybody agree? Or is there another mistake? Second: Is there an easy way to also convert the new geo coordinates to an area from -90 to 90 degrees. Or a better method that gives values in this area from the beginning? My math skills kinda suck Smiley

Greetings

JCollie
4  Game Development / Game Mechanics / Re: Repeating world with seamless transitions? on: 2011-04-23 14:42:16
...you see the spaceship from the bird’s eye view....

...it's actually not about repeating textures (I don't use any)...
5  Game Development / Game Mechanics / Re: Repeating world with seamless transitions? on: 2011-04-23 12:20:38
Hey thanks,

but it's actually not about repeating textures (I don't use any) or very big levels. It's more about small levels, but the player should not notice. I thought it might be possible to program something like that:
6  Game Development / Game Mechanics / Repeating world with seamless transitions? on: 2011-04-22 16:00:38
Hey,

is it somehow possible to create the effect of an infinite world by repeating it with seamless transitions. For example a spaceshooter where you see the spaceship from the bird’s eye view. When the spaceship comes to the left end of the world it starts over from the right end. Like in Asteroids but with a scrolling camera, so that there would be a point where you could see the left and the right end of the world simultaneously (Like flying around the globe but actually having a plain terrain.). If it's from any relevance: I'm using JMonkeyEngine3.

greetings
7  Game Development / Game Mechanics / Following eyes? on: 2011-02-17 16:14:17
Just in general: how would you program/implement following eyes in 2D space? For example: A face in the middle of the screen, the eyes are following the mousepointer.

greetings
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