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  libGDX-based ISO  (Read 21781 times)
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Offline JFixby
« Posted 2014-08-12 10:48:47 »

Hi everyone!

Just want to share some funny stuff I do on libGDX.

Step 1:
 Draw one png-file

Step 2.
 Read it as RGB-function and print to console in ASCII format:

Step 3.
 Each color represents one type of terrain: grass, water, dirt or snow. Process the RGB function to extract material-joints (borders?)

water vs dirt

dirt vs grass

grass vs snow

Step 4.
 Compose results from the step 3:

Step 5. Render it!

Check out these polygons!

Hope you like it!  Wink

Have a nice day

my dev log:
Offline quew8

JGO Knight

Medals: 53

« Reply #1 - Posted 2014-08-12 11:07:07 »

It's elegant. But I kind of feel there should be a step 6 of rendering a navigable, 3D view of the terrain you create, otherwise what is the point of working out all those oh so pretty polygons. Also some of them look a little odd; I think I see some edges crossing terrain borders and maybe a couple of t-junctions (I presume you are meaning to avoid them). Looking at it in 3D is the only way to be sure they are working well I think.
Offline PandaMoniumHUN

JGO Coder

Medals: 32
Exp: 3 years

White-bearded OGL wizard

« Reply #2 - Posted 2014-08-12 12:19:21 »

Looks nice, I like it. Smiley
Not sure how this could be put to use though, maybe it would be good for some sort of a roguelike mini-map, or you could generate vortex terrains using your output image.
What are you planning to use this for?

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Offline JFixby
« Reply #3 - Posted 2014-08-12 18:33:58 »

Thanx for comments.

Yep right now I'm working on the step 6: to tilt the surface and to see it through isometric view.

If you look at the picture (one with captions), you can distinguish a 14Patch pattern (usual 9patch for concave sprites and 5 more for convex). Basically I'm revers-engineering the StarEdit (StarCraft Map Editor)

Here are the steps I'm trying to revert:

Step 1: Start StarEdit and draw random level.

Step 2: Turn-on grid to see sprites.

Step 3: Stretch everything 200% vertical.

Step 4: Rotate 45 degrees.

Step 5: Let’s see now

my dev log:
Offline JFixby
« Reply #4 - Posted 2014-08-16 23:15:42 »

a bit buggy, but you can see the concept

my dev log:
Offline CptSpike
« Reply #5 - Posted 2014-08-17 09:58:10 »

That's sexy
Offline lcass
« Reply #6 - Posted 2014-08-17 13:43:13 »

when you are converting to isometric , are you performing 3d calculations before or after you add the borders, because that might be causing the problem.Very nice though I like the feel of it.
Offline JFixby
« Reply #7 - Posted 2014-08-18 19:01:49 »

This was just a mistake in the rotation's matrix.
Here is the new update:

my dev log:
Offline JFixby
« Reply #8 - Posted 2014-11-14 14:51:29 »

Just attaching the first rasterization attempt:

my dev log:
Offline Olo

JGO Coder

Medals: 15
Projects: 3
Exp: 5 years

Metaphysical solipsism AFFIRMS your existence

« Reply #9 - Posted 2014-11-17 14:27:32 »

Wow, this is great! Keep up the good work man Smiley

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Offline JFixby
« Reply #10 - Posted 2015-01-10 02:02:17 »

Here is a demo of the Map Editor:

<a href=";hl=en_US&amp;start=" target="_blank">;hl=en_US&amp;start=</a>

my dev log:
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