Eden : terraformer [update - ecoregion design]
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Its ok, I'm going to throw another bunch of hours at it this weekend (I don't like admitting defeat - or is that, I'm a sucker for punishment?)
The huge increase in bugginess when I went from the debug version to the release version knocked the wind out of me for a bit over this week, but I actually figured out how to clean up the bugginess substantially (I was writing past the end of dynamic arrays) and now that I've seen it's not an invisible unbeatable monstor I'm ready to go back for another pummelling.
The huge increase in bugginess when I went from the debug version to the release version knocked the wind out of me for a bit over this week, but I actually figured out how to clean up the bugginess substantially (I was writing past the end of dynamic arrays) and now that I've seen it's not an invisible unbeatable monstor I'm ready to go back for another pummelling.
-
lostclimategames
- Posts: 331
- Joined: Sat Sep 02, 2006 4:11 am
- Location: Michigan
- Contact:
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Well. I'm stumped. I've spent a couple of hours trying to see what I'm doing wrong, but I just can't find it. Normally I don't like asking other people to help cleaning up my messes, but I'm just stuck stuck stuck.
Anyways, here is my zipped MSVC++ 2008 project folder :
http://www.ultramedia.com.au/irrlicht/t ... 080530.zip
I believe the dodgy calcs lay between 288..305 of main.cpp in the bit that sets the height of the vertices based on the heightmap. As far as I know, everything else is actually working fine. I have arranged for a text node to show the scale (X & Z) of one tile from each octave.
(rClick n drag for orbit, wheel to zoom, wasd to move).
If you can see what I'm doing wrong, I'll arrange for large crop circles in the plains accusing you of being a hero.
Anyways, here is my zipped MSVC++ 2008 project folder :
http://www.ultramedia.com.au/irrlicht/t ... 080530.zip
I believe the dodgy calcs lay between 288..305 of main.cpp in the bit that sets the height of the vertices based on the heightmap. As far as I know, everything else is actually working fine. I have arranged for a text node to show the scale (X & Z) of one tile from each octave.
(rClick n drag for orbit, wheel to zoom, wasd to move).
If you can see what I'm doing wrong, I'll arrange for large crop circles in the plains accusing you of being a hero.
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Hey everyone,
Just thought I'd say, I've been looking through c++ code written by other people to learn about proper application structure, and I'm rewriting this project from the ground up to make it more friendly to develop and debug. (So if you were looking at it trying to see what was wrong, don't worry about it, I'm going to make a fresh start).
Just thought I'd say, I've been looking through c++ code written by other people to learn about proper application structure, and I'm rewriting this project from the ground up to make it more friendly to develop and debug. (So if you were looking at it trying to see what was wrong, don't worry about it, I'm going to make a fresh start).
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Hey everyone,
After a couple of days (weeks?) of misery learning more about c++ I've been able to get my terrain code up and running again AND fix the stupid bugs I had in it that were causing some tiles to take their height data from the wrong part of the height map.
There is an updated executable here:
http://www.ultramedia.com.au/irrlicht/e ... 131600.zip
and the source is here:
http://www.ultramedia.com.au/irrlicht/e ... 132600.zip
The executable is for windows xp - remember you have to have the c++ redistributable stuff installed - the keys are still wasd to move, mouse wheel to zoom and right click drag to orbit.
After a couple of days (weeks?) of misery learning more about c++ I've been able to get my terrain code up and running again AND fix the stupid bugs I had in it that were causing some tiles to take their height data from the wrong part of the height map.
There is an updated executable here:
http://www.ultramedia.com.au/irrlicht/e ... 131600.zip
and the source is here:
http://www.ultramedia.com.au/irrlicht/e ... 132600.zip
The executable is for windows xp - remember you have to have the c++ redistributable stuff installed - the keys are still wasd to move, mouse wheel to zoom and right click drag to orbit.
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Yeeha! Another update, from the start I've had nasty problems with terrain tiles flickering. While I still don't really understand what was causing it (apparently some 'vsync' problems with directx on nvidia cards) I was able to figure out that it was a directx problem, and therefore promptly change the hardcoded (sorry) driver to opengl then voila flickering problem solved. VERY happy 
So for this update, I've turned off wireframe and turned on opengl:
http://www.ultramedia.com.au/irrlicht/e ... 201100.zip
This executable is probably what I would consider the first stable working proof of the system, next job on the list is geomorphing - to get rid of those cracks you can see between the different resolution rings of tiles.
So for this update, I've turned off wireframe and turned on opengl:
http://www.ultramedia.com.au/irrlicht/e ... 201100.zip
This executable is probably what I would consider the first stable working proof of the system, next job on the list is geomorphing - to get rid of those cracks you can see between the different resolution rings of tiles.
-
christianclavet
- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
hey christianclavet,
There are settings in config.h : tNode_cellWidth, tNode_cellsPerEdge
'Cell' is my jargon for the quads that make up the terrain nodes.
Also, I've got the whole thing working 99% in a resizable wxWidgets app (which I'm very excited about). This will allow me to build a world editor with the engine as I go using all the nice wxWidgets UI controls (especially the tree control for a scenegraph).
There are settings in config.h : tNode_cellWidth, tNode_cellsPerEdge
'Cell' is my jargon for the quads that make up the terrain nodes.
Also, I've got the whole thing working 99% in a resizable wxWidgets app (which I'm very excited about). This will allow me to build a world editor with the engine as I go using all the nice wxWidgets UI controls (especially the tree control for a scenegraph).
-
christianclavet
- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
ta, unfortunately, it's not all roses yet - wxWidgets is still putting up a brave fight.
Basically, in wxWidgets, you make a wxApp object, then inside that you make a wxFrame object. It's in the wxFrame object that you instantiate the IrrlichtDevice, but when I add my own classes to wxFrame they can't access the IrrlichtDriver (for some operations) properly. I'm going to do a proper thread asking for help with this at lunch today...
I guess I'll get it soon enough. If I don't I guess I'll have to fall back on the IGUI stuff, but that'd be a pain because I need a tree control...
Basically, in wxWidgets, you make a wxApp object, then inside that you make a wxFrame object. It's in the wxFrame object that you instantiate the IrrlichtDevice, but when I add my own classes to wxFrame they can't access the IrrlichtDriver (for some operations) properly. I'm going to do a proper thread asking for help with this at lunch today...
I guess I'll get it soon enough. If I don't I guess I'll have to fall back on the IGUI stuff, but that'd be a pain because I need a tree control...
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
yeeeEEha 
eden running in wxwidgets. Ok, keyboard and mouse need some cleaning up, but its rrrrrrrrunnin baby....
1:13 am here, gotta go unconcious for a couple of hours - I'll post a youtube tomorrow night (and maybe an executable?)
Also, the codes a lot classier (pardon the pun) thanks to some help from hybridOL, two thumbs up dude, you rock
eden running in wxwidgets. Ok, keyboard and mouse need some cleaning up, but its rrrrrrrrunnin baby....
1:13 am here, gotta go unconcious for a couple of hours - I'll post a youtube tomorrow night (and maybe an executable?)
Also, the codes a lot classier (pardon the pun) thanks to some help from hybridOL, two thumbs up dude, you rock
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Mwoo har har har har...
NEW EXECUTABLE!!!
Same functionality as previous release but now working inside a resizable wxWidgets window. Just a simple file>exit menu at the moment, but now that it's going in wxwidgets, I can use all the nice fancy UI controls they have to build an editor alongside my engine.
http://www.ultramedia.com.au/irrlicht/e ... 000200.zip [2MB]
It's early in the morning again here, so it's time for me to force myself to sleep, but if this runs ok on other peoples (winXP) machines, I'll post the source tomorrow night. (I think this will be more interesting to people as it shows how I'm integrating irrlicht into wxwidgets, including how to do a resizable app and handling mouse and keyboard events).
NEW EXECUTABLE!!!
Same functionality as previous release but now working inside a resizable wxWidgets window. Just a simple file>exit menu at the moment, but now that it's going in wxwidgets, I can use all the nice fancy UI controls they have to build an editor alongside my engine.
http://www.ultramedia.com.au/irrlicht/e ... 000200.zip [2MB]
It's early in the morning again here, so it's time for me to force myself to sleep, but if this runs ok on other peoples (winXP) machines, I'll post the source tomorrow night. (I think this will be more interesting to people as it shows how I'm integrating irrlicht into wxwidgets, including how to do a resizable app and handling mouse and keyboard events).
-
ultramedia
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm



