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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Thu Sep 25, 2014 2:38 pm 

Joined: Tue Apr 08, 2014 5:10 pm
Posts: 124
While a bit off-topic, I just completed integration of my GUI system... oh well... the cannon called Webkit - with Ogre and my game. Looks like Webkit is nice for GUI and it supports rendering web content to transparent render targets.

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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Fri Sep 26, 2014 1:02 pm 
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Very nice - using HTML/CSS for in-game GUIs is a bit heavy-weight but gives you a lot of flexibility. At the other end of the scale, I'm quite interested in checking out IMGUIat some point (not as pretty though!).


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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Fri Sep 26, 2014 3:51 pm 

Joined: Tue Apr 08, 2014 5:10 pm
Posts: 124
Who knows why I chose Aero... Experimenting, but I like this. People usually steal the UI from Mac OS, but because Aero is now R.I.P in its Win7 way, I prefer that :)

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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Fri Sep 26, 2014 10:58 pm 
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Location: USA - Arizona
GWEN! https://github.com/kklouzal/GWEN
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_________________
Dream Big Or Go Home.
ENet - http://enet.bespin.org
Recast - https://github.com/memononen/recastnavigation
Irrlicht - http://irrlicht.sourceforge.net/forum
PolyVox - http://www.volumesoffun.com/phpBB3/
Help Me Help You.


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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Tue Jan 20, 2015 11:45 pm 

Joined: Tue Apr 08, 2014 5:10 pm
Posts: 124
Long time no news about this project? Okay. Let me just vomi.... uhm... show some random shots on the tools I am making.

ANL Graph Editor:
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World editor
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Testing Graph Nodes in ANL Graph Editor's Polyvox Heightmap Previewer
http://crafterria.com/dev-images/m1.png
http://crafterria.com/dev-images/m2.png
http://crafterria.com/dev-images/m3.png
http://crafterria.com/dev-images/MC1.png
http://crafterria.com/dev-images/MC2.png
http://crafterria.com/dev-images/MC3.png

The Voxel Type:

Code:
//As our Voxel Type should be optimized, its bits become directly accessible for use
struct VT
{
    union
    {
        struct
        {
            uint8_t colorR: 4;
            uint8_t colorG: 4;
            uint8_t colorB: 4;
            uint8_t colorA: 4;
            uint8_t lightR: 4;
            uint8_t lightG: 4;
            uint8_t lightB: 4;
            uint8_t lightA: 4;
            uint8_t sunlevel: 8;
            uint8_t material: 8;
            uint8_t density: 8;     //geomID for Buldables
            uint8_t angle: 2;    //0 = 0, 1 = 90, 2 = 180, 3 = 270
            bool trHFlip: 1;
            bool trVFlip: 1;
            uint8_t : 4;    //unused padding
        };
        struct
        {
            uint16_t color;     //16-bit color, RGB
            uint16_t light;     //16-bit light, RGB
            uint32_t :24;       //sunlevel, material, density
            uint8_t rotation;   //GeomID Rotation mask  [ 2 bits = angle, 2 bits = H/V flip, 4 unused bits]
        };
        uint64_t voxel;    //well, this should be okay.
    };
};


A lot more work to do.


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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Wed Jan 21, 2015 10:26 am 
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Posts: 1827
Wow, that looks like a pretty sophisticated editor you've got going there! Really good to see someone putting so much effort into the tools. Are they mostly for your benefit, or does the game involve your users generating/building their own terrains?


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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Wed Jan 21, 2015 11:50 am 

Joined: Tue Apr 08, 2014 5:10 pm
Posts: 124
Crafterria Data Editor will be provided to end users in some point of the game development process. It will be the primary tool for creating resource packs (or add-ons) for server modders. This is the reason for me making it work and look like not in-house app. In the beginning the game will not support resource packs and the tool will not be part of the package.

I want to make it as easy as possible for resource pack authors to spread their work. When user connects to server, it will download and install all resource packs from that server. Resource packs consist of new ANL graphs, new World Types, new structures, new game entities, models, sounds and files. Resource packs can overload resources from packs they inherit, for example, a resource pack can only be a texture pack, can only be model pack, or cah change game data itself. Addons can be "just cosmetic" and "Game changers". If addon is "just cosmetic", the user will be able to override server addons as this will not affect the gameplay. If addon overloads "unsafe" resource, the entire addon will be flagged as "Game Changer" and client will be unable to use it as "pure cosmetic". (I can allow this but only unsafe resource overloads will be applied, like sounds, textures and models).


Last edited by petersvp on Thu Jan 22, 2015 11:19 am, edited 1 time in total.

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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Thu Jan 22, 2015 9:41 am 
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Posts: 1827
Very interesting, I look forward to seeing how it develops :-)


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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Fri Jan 23, 2015 12:17 am 

Joined: Tue Apr 08, 2014 5:10 pm
Posts: 124
Mapping biomes via probability distribution. Now far, far more better than filling Biome Map Ranges by hand.

I generate the world via following algorithm:
Because 3D functions are slow as hell (traversing the ANL graph for each voxel), the system is now completely 2D!

We have ANL Graph node for the world height map in range -1...1 (with some exceptions, I do not clamp heights)
We also have ANL Graph node for the biomes map. This function can be in any range. I use range -1 to 1 for voronoi cells, but other ranges are also used, as shown in the table below. The system is now overflexible, because any kinds of biomes can be created and distributed by probability.

Now it's time to start implementing the Material Layers subsystem. The layers you seen in first screen shots were just based on the original 3D slow-as-hell function, but now I have different approach: Defining what earth layers a biome should have, and setting per-layer 2D ANL Graph Nodes. So now, for entire world column of voxels, we sample fractals only [heightmap+biomemap + sum(layers)] times. Far, FAR faster than before.

However, heightmap based terrain have all of its limitations, no overhangs, cliffs and caves.... but the solution for them is: I will simulate the process.

The game first generates a region: 32x32 chunks (512x512 meters), then generates low-resolution biome map (128x128) and then for each cell of this map it decides what will be spawned and what not and will simulation algorithms run.
Simulation algorithms will drill caves, build dungeons and cities, even mountains and hills. A lot of imagination here. I am researching about dungeon generation, castle architecture, city - appartment design and what not.

Crafterria is a project with way too much effort put into it, but what will happen - only the time will tell.

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 Post subject: Re: [Upd.3][WIP] Crafterria
PostPosted: Fri Apr 03, 2015 8:08 pm 

Joined: Tue Apr 08, 2014 5:10 pm
Posts: 124
More progress: I managed to port this geography research system to Unity3d.
And yes, Not using Cubiquity, but still, using Polyvox for mesh extraction :)
https://www.facebook.com/pidev/posts/908763792516120

The almost-whole thing is a native C++ library, and because Unity 5's pro features are now free, I am more than happy with this, and decided to take the unity route instead of developing my own engine. Sorry for betraying you, Ogre.

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Also, Earth Layers support in the geographics library
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