Agro
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Reply #30 - Posted
2014-01-21 04:59:47 » |
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Look at that implosion 
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Zeke
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Reply #31 - Posted
2014-01-21 20:28:47 » |
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Still works for me.
Question 1: Why not use Quaternions for camera? - or if you have, it is not working properly.
Question 2: Where is this going? Do you have an end game?
Also, super sonic can get me off the map fyi.
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Longarmx
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Reply #32 - Posted
2014-01-22 02:36:48 » |
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@Agro Thanks @Zeke Yeah, the camera is a bit fragile at the moment. I might look into it and redo the code. No end game at the moment as this just started off as a simple example for simplex noise. If you have any suggestions, I would love to hear them! I fixed the supersonic problem, but it won't be in the jar until the next release.
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Games published by our own members! Check 'em out!
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HenBagel
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Reply #33 - Posted
2014-02-16 02:57:45 » |
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This is some really cool stuff! 
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Longarmx
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Reply #34 - Posted
2014-02-16 04:25:59 » |
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Thanks HenBagel!
Sorry about no developments for a while. School is brutal now and the huge increase in homework has left me no time to work on anything. I plan on trying to make time in the near future to work on this project some more.
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ImTroyMiller
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Reply #35 - Posted
2014-05-10 08:37:45 » |
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Any new developments on this project?
Are you in college?
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Longarmx
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Reply #36 - Posted
2014-05-10 15:53:04 » |
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Any new developments on this project?
I have a minor bug fix that I haven't uploaded yet, but nothing major. I hope to be able to start this up again very soon. Are you in college?
Yes
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Gibbo3771
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Reply #37 - Posted
2014-05-10 17:25:37 » |
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You should get back to this when you have spare time, nice hill generation.
How flexible is it? Are you able to control the height easily? Never done this before, interesting to know how flexible a simple implementation of this is.
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"This code works flawlessly first time and exactly how I wanted it" Said no programmer ever
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Longarmx
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Reply #38 - Posted
2014-05-10 18:27:48 » |
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You should get back to this when you have spare time, nice hill generation.
How flexible is it? Are you able to control the height easily? Never done this before, interesting to know how flexible a simple implementation of this is.
I am using simplex noise to generate. I don't really know where I got this code from but it works perfectly. SimplexNoise classSimplexNoise_octave classUsing these classes, I can easily generate a series of points, which are later used to create a mesh. 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
| int largestFeature = 100;
float persistence = 0.2f;
SimplexNoise noise = new SimplexNoise(largestFeature, persistence);
float multiplier = 20f;
float heightOffset = 0;
for(int i = 0; i < map.length; i++) for(int j = 0; j < map[0].length; j++) map[i][j] = new Vector3f(i + x, (float)noise.getNoise(i + x, j + z) * multiplier + heightOffset, j + z);
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You can check out the source code on github to see how I implemented it. (under com.longarmx.smplx.world)
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Longarmx
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Reply #39 - Posted
2014-05-16 03:38:21 » |
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Update V0.0.4 is HERE! (finally) [Change Log]- Fixed supersonic bug - Added grass patches - Added slow walking Download is in the OP 
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Games published by our own members! Check 'em out!
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kpars
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Reply #40 - Posted
2014-05-16 04:03:19 » |
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May I suggest adding some texture filtering? It doesn't really look like you're trying to go for pixel-art, so I figured it may help. When looking down at the terrain, you can see the pixelation. (Click the image for full resolution)  - Jev
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Longarmx
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Reply #41 - Posted
2014-05-16 04:32:13 » |
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Yeah, you're right. This is also a problem with the text so I'm going to have to work on it.
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Coldstream24
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Reply #42 - Posted
2014-05-17 04:47:37 » |
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I've tried to download the latest version and run it on my Mac through Terminal. It launches the JVM and then quits without printing anything to console. EDIT: I tried launching it a different way and it wrote a log: Using Java Version: 1.7.0_25 OS: Mac OpenGL version: 2.1 INTEL-8.26.31 not supported. Requires V:3.0 EDIT 2: According to Intel's website my chip (HD Graphics 5000) has OpenGL 4 support. Hope this helps.
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Longarmx
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Reply #43 - Posted
2014-05-23 00:10:04 » |
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Here's a little progress update to keep this project alive. Grass is now a model, and as you can see, performance has decreased severely. I implemented a rough LOD which helps boost it a little bit, but I am still not happy with the grass. I am considering just using an image that always faces the player.  As always, suggestions and criticism are welcome! @kpars Done! The game now supports all types of filtering. I am currently using GL_LINEAR for most things. @Coldstream24 It seems that your graphics card does not want to use OpenGL V4 for some reason. I tried core profiling to 3.2 to try to force the version selection but it seems that glDrawElements gives an error?! I will investigate into this more.
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kpars
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Reply #44 - Posted
2014-05-23 01:13:31 » |
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I am considering just using an image that always faces the player.
Those are called billboarded sprites, and that's not too bad of an idea. @kpars Done! The game now supports all types of filtering. I am currently using GL_LINEAR for most things.
Nice. I also have a couple more questions: First off, Do you plan to add mipmapping and a lighting engine in the future? Second, What license is the source code under, did you put it on Git? I'd love to tinker around with this! - Jev
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Coldstream24
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Reply #46 - Posted
2014-05-23 08:30:00 » |
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Grass is now a model, and as you can see, performance has decreased severely. Could you only render grass when it's at a certain distance? Have it just fade in?
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Longarmx
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Reply #47 - Posted
2014-05-24 21:17:45 » |
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First off, Do you plan to add mipmapping and a lighting engine in the future?
Yes, Both are planned. There is already basic face lighting implemented, but I want to implement shadows. Second, What license is the source code under, did you put it on Git? I'd love to tinker around with this!
The code is licensed under the Apache 2.0 license. I will soon add the license as a header to every file. The code is on Git, check my signature and feel free to mess around with it! Wow! That looks really cool. I'll have to learn how to use geometry shaders I guess  Could you only render grass when it's at a certain distance? Have it just fade in?
The grass is only rendered as a model to a certain distance, then it renders as a flat texture. The model itself is way too high a resolution for more than a couple of patches away, and is dropping the performance quite a bit as a result. Are you referring to fading in as like a fog? This is on the list of features to be implemented, I just need to do some research on it.
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kpars
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Reply #48 - Posted
2014-05-24 21:27:20 » |
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Are you using TheBennyBox's engine? That's what it looks like  - Jev
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Longarmx
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Reply #49 - Posted
2014-05-24 21:30:17 » |
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Are you using TheBennyBox's engine? That's what it looks like  Yes, I am. It's an older version (before all the re-factoring) that I've modified to either expand functionality or increase usability. Edit: There's a link in the README for anyone who wishes to use/view the most current version of the engine.
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Coldstream24
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Reply #50 - Posted
2014-05-25 05:28:24 » |
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Are you referring to fading in as like a fog?
Kind of… ever played Half-Life 2? More specifically, the sections on the airboat? I'm just remembering back to that how certain world objects (like grass) would just fade in when you got a certain distance away from them. I'm not talking fog as a whole, but that'd work too I guess.
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Longarmx
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Reply #51 - Posted
2014-05-25 05:37:02 » |
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I think I understand what you mean now. You're referring to like how the cubes fade in? 
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Opiop
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Reply #52 - Posted
2014-05-25 16:33:40 » |
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Ooh Seed of Andromeda  ! Very nice project you have going on here!
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ags1
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Reply #53 - Posted
2014-05-25 17:06:26 » |
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Inspired by The Fog? That's a really nice thing to say, thanks! Your world is looking very good indeed :-)
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Longarmx
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Reply #54 - Posted
2014-06-15 04:36:14 » |
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Thank you everyone!
I have been working on refactoring the code and optimizations. I have completely redone the game loop, as well as many other things with hope for multi-threading support very soon! The game no longer crashes and burns whenever it generates new terrain so I guess that's progress to better and more exciting things!
Edit: I completely forgot! I fixed the camera so that it doesn't glitch everywhere.
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Longarmx
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Reply #55 - Posted
2014-06-21 15:40:55 » |
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[Version 0.0.5]! In this update: - Grass fields
- Dirt roads
- Skybox
- Multi-threading!
As always, download is in the OP  
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kpars
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Reply #56 - Posted
2014-06-21 16:50:41 » |
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Beautiful.
- Jev
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Coldstream24
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Reply #57 - Posted
2014-06-21 20:52:41 » |
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Wow, it's looking great now. What kind of computer are you running it on to be getting 54 FPS? Also, I'm interested to hear what plans you have for this in the future, I think it has quite a lot of potential.
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NegativeZero
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Reply #58 - Posted
2014-06-21 21:22:11 » |
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You will definitely want to check out this blog post by one of the guys who worked on Titan Quest. It describes very nice looking texture blending, it is very cool. OT: You're progressing very nicely ^.^
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Longarmx
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Reply #59 - Posted
2014-06-21 21:55:08 » |
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Thanks for the feedback everyone! Wow, it's looking great now. What kind of computer are you running it on to be getting 54 FPS? Also, I'm interested to hear what plans you have for this in the future, I think it has quite a lot of potential.
Thanks. I am running on an i7 3770 and GTX 660. If I can barely get this on my machine, then some serious optimizations are needed. I plan on implementing frustum culling as soon as I figure out a good method.  I am also planning to implement connected textures for things like the roads. Feel free to leave a suggestion on what I could add. You will definitely want to check out this blog post by one of the guys who worked on Titan Quest. It describes very nice looking texture blending, it is very cool. OT: You're progressing very nicely ^.^ I assume that you are referring to the border between the road and grass? Thank you for the article, it's an interesting concept. I will probably add it if I'm not happy with the connected textures.
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