Tuesday, September 30, 2014
Triumphant was the way she felt
Still working on a decent visualization model for mountains. I have to ditch all the previous visualization techniques I have used so far, they don't look good. I tried various semi-random placement of tiles, but they all look ugly because of the overlapping geometries. If I leave void spaces it looks even uglier, the only good results are with lots of highly overlapping tiles, but this means to waste a ton of cpu cycles and memory.
I'm now studying a way to modify in real time a prefabricated height map, if I can create valleys in realtime I can blend a premade model with a road which is placed by the game editor. It's a bit crazy as idea but it should yield the best result. I have to read every single pixel of an image, calculate a dampened rgb value based on the presence of a road, and then produce a new heightmap which is then used to create a 3d elevation geometry. It should work for reasonably small textures, and in any case it doesn't have to be a "real realtime", the modification would be called just once, maybe it will take a second or two to calculate but then the 3d model would not have to be calculated again unless a road is moved elsewhere in the editor.
I'm now studying a way to modify in real time a prefabricated height map, if I can create valleys in realtime I can blend a premade model with a road which is placed by the game editor. It's a bit crazy as idea but it should yield the best result. I have to read every single pixel of an image, calculate a dampened rgb value based on the presence of a road, and then produce a new heightmap which is then used to create a 3d elevation geometry. It should work for reasonably small textures, and in any case it doesn't have to be a "real realtime", the modification would be called just once, maybe it will take a second or two to calculate but then the 3d model would not have to be calculated again unless a road is moved elsewhere in the editor.
Tuesday, September 16, 2014
Warning: session will be closed in 1 minute if there is no activity
I'm still on my procedural mountains.
I've somewhat finalized the procedural side of the thing, but now I'm working on the graphical side. The problem is that in the end I have to resort to tiles, and these tiles should blend. I did prepare a version of the tiles which had lots of small details, but this made blending more difficult, so I'll resort to a much simpler look.
What I'd like to achieve is a realistic sequence of valleys and mountain ranges.
I've somewhat finalized the procedural side of the thing, but now I'm working on the graphical side. The problem is that in the end I have to resort to tiles, and these tiles should blend. I did prepare a version of the tiles which had lots of small details, but this made blending more difficult, so I'll resort to a much simpler look.
What I'd like to achieve is a realistic sequence of valleys and mountain ranges.
Wednesday, September 03, 2014
senza titolo
I'm back to work after a week of bad cold.
I can see the light eventually, the new map-maker seems very promising, much more flexible than the previous approach.
The mountain-making part is taking so much, I must replicate mountain ranges, valleys, passes. I think that other map elements will not take as much time.
I can see the light eventually, the new map-maker seems very promising, much more flexible than the previous approach.
The mountain-making part is taking so much, I must replicate mountain ranges, valleys, passes. I think that other map elements will not take as much time.