Youre on the right track with voxels. http://http.developer.nvidia.com/GPUGem ... _ch01.html They explain how it works here.
This way it doesn't have to be rendered with cubes like minecraft is. It's smooth terrain. Of course much harder to work out as it's no longer a flat sphere.
Search found 9 matches
- Sun Nov 04, 2012 10:13 pm
- Forum: Code Snippets
- Topic: Noise functions, saves to image
- Replies: 14
- Views: 7418
- Sun Nov 04, 2012 9:49 pm
- Forum: Code Snippets
- Topic: Noise functions, saves to image
- Replies: 14
- Views: 7418
Re: Noise functions, saves to image
I've been silently working on on 3d noise. I've got a formula that creates a result with caverns. I render it with individual cubes so I can visualize it. It looks just like minecraft untextured.
Also have started the main project that will be using the code. It's a huge project that I cannot ...
Also have started the main project that will be using the code. It's a huge project that I cannot ...
- Tue Mar 22, 2011 4:47 am
- Forum: Code Snippets
- Topic: Noise functions, saves to image
- Replies: 14
- Views: 7418
- Wed Dec 29, 2010 4:56 am
- Forum: Code Snippets
- Topic: Noise functions, saves to image
- Replies: 14
- Views: 7418
Update
Updated the code..
You can now input your own seed number via the consul for different results. Put the same number in you'll get the same result every time.
You can now input your own seed number via the consul for different results. Put the same number in you'll get the same result every time.
- Wed Dec 29, 2010 4:33 am
- Forum: Code Snippets
- Topic: Noise functions, saves to image
- Replies: 14
- Views: 7418
- Tue Dec 21, 2010 10:30 pm
- Forum: Code Snippets
- Topic: NPC class. Easily create new NPCs.
- Replies: 7
- Views: 3453
NPC class. Easily create new NPCs.
For a nice bases as to make your npcs.
The code is unfinished...I stopped working on this a while ago. But I'll complete here soon.
By the way, you can create your own items, and races as well. Just as easily in the same way.
Header files:
stdafx.h:
#include "iostream"
#include "Irrlicht.h ...
The code is unfinished...I stopped working on this a while ago. But I'll complete here soon.
By the way, you can create your own items, and races as well. Just as easily in the same way.
Header files:
stdafx.h:
#include "iostream"
#include "Irrlicht.h ...
- Mon Dec 20, 2010 8:00 am
- Forum: Code Snippets
- Topic: Noise functions, saves to image
- Replies: 14
- Views: 7418
Nice and slick. I realized I had to create a NoiseMaps directory first and this is info on using Linux and opengl. It took about half a second to pull up the noise map and FPS at default windowed screen resolution averaged 565. This is on an AMD quad core phenom with onboard video card nvidia 8200 ...
- Fri Dec 17, 2010 10:51 am
- Forum: Code Snippets
- Topic: Noise functions, saves to image
- Replies: 14
- Views: 7418
Noise functions, saves to image
I looked long and hard for noise code, but I couldn't find anything that I could get to work with irrlicht easily. So I looked around at papers and other code shared freely and spent a long time coming up with code to generate my own noise code. I finally did it a while ago..and since it was so hard ...
- Thu Dec 16, 2010 4:34 am
- Forum: Everything 2d/3d Graphics
- Topic: Outdoor world with infinite "cells".....how?
- Replies: 2
- Views: 1479
Outdoor world with infinite "cells".....how?
Currently I'm working on a project and I'm having a hard time figuring out how I can create a "seamless" outdoor world.
What I have thought:
Using an empty scene node for the game world as a whole called "World", and then creating an infinite gird of "cells" which are tide with another empty scene ...
What I have thought:
Using an empty scene node for the game world as a whole called "World", and then creating an infinite gird of "cells" which are tide with another empty scene ...