True modifiable terrain

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Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

True modifiable terrain

Post by Virror »

This is a part of the game I'm currently working on, but its a big part, so i will make it a separate project : )
Goal is to have terrain that can be modified in all directions, not just lowered or raised like most games have.
It will also feature smooth terrain and different layers, like after digging in the dirt for a while you will hit a rock layer like irl.
That can of course also be mined, but using a pickaxe instead of a shovel.

Features so far:
-Diggable terrain in all directions.
-Using PolyVox to keep track of the voxels that terrain is based on.
-Triplanar texturing for textures and basic ambient and diffuse lightning.
-Texture atlas is implemented but not used atm.
-Can load heightmaps and transform into terrain, save terrain to heightmap, save/load to binary format.
-Bump mapping.

Needs to be done:
-Somehow get voxel material to shader so different textures can be rendered using texture atlas, like dirt, grass and stone.
-Fix some selection bugs.
-A lot of optimizations is needed when rebuilding the mesh, currently the whole mesh is recalculated and redrawn every time.

Screenshots : D
Cube of rock:
Image


Statue cut out from the rock:
Image

Now with bump map:
Image
Last edited by Virror on Mon Nov 07, 2011 9:31 pm, edited 3 times in total.
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: True modifiable terrain

Post by serengeor »

Looks nice. Maybe you could post a demo of it? I'd like to see it in motion.
Working on game: Marrbles (Currently stopped).
Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Re: True modifiable terrain

Post by Virror »

As soon as i have managed to fix the bugs related to selection i can upload a small demo.
Currently you can only "dig" in one corner of the cube, the other half cant be selected by the ray tracer for some reason...

Edit: Added bump map, might need a bit of a tweaking though, but its late and im going to bed : )
RdR
Competition winner
Posts: 273
Joined: Tue Mar 29, 2011 2:58 pm
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Re: True modifiable terrain

Post by RdR »

Looks nice indeed, will keep track of your project.
pera
Posts: 460
Joined: Wed May 14, 2008 1:05 pm
Location: Novi Sad, Serbia
Contact:

Re: True modifiable terrain

Post by pera »

more more!
Cube_
Posts: 1010
Joined: Mon Oct 24, 2011 10:03 pm
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Re: True modifiable terrain

Post by Cube_ »

Nice!
Anyhow, is it possible to have 'infinite' terrain (you can go as far as you like, never hitting an end, you can dig as deep as you want, never ever hitting a 'bottom' and lastly, build as high as you want, the sky isn't a limit :D
"this is not the bottleneck you are looking for"
hendu
Posts: 2600
Joined: Sat Dec 18, 2010 12:53 pm

Re: True modifiable terrain

Post by hendu »

Absolutely, I have that in a project right now. Not a Minecraft clone and no digging, but still an unlimited terrain.

The keyword is synthesizable/procedural.
Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Re: True modifiable terrain

Post by Virror »

As hendu said, its possible, the large volume for PolyVox is designed to handle unlimited terrain size : )
Im thinking of doing a big round planet instead for my game, but i have not decided yet, just made some basic tests.
Making a good LOD is a bit trickier when having this kind of terrain though, anyone have a nice article on that somewhere? : p
serengeor
Posts: 1712
Joined: Tue Jan 13, 2009 7:34 pm
Location: Lithuania

Re: True modifiable terrain

Post by serengeor »

Virror wrote:... PolyVox is designed to handle unlimited terrain size : ) ...
Be careful with that word :wink:
Working on game: Marrbles (Currently stopped).
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Re: True modifiable terrain

Post by Radikalizm »

serengeor wrote:
Virror wrote:... PolyVox is designed to handle unlimited terrain size : ) ...
Be careful with that word :wink:
QFT

There's no such thing as unlimited when it comes to these kinds of things
Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Re: True modifiable terrain

Post by Virror »

Yeah, yeah, unlimited until you run out of harddrive space then ; )
I know there is no such things as unlimited, but its close enough to unlimited since you could probably make it big enough so its impossible to get to the end.
Virror
Posts: 191
Joined: Mon May 02, 2011 3:15 pm

Re: True modifiable terrain

Post by Virror »

Posting a small test screen i made:

Image
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: True modifiable terrain

Post by ACE247 »

Given enough time, nothing is unlimited, the only thing that makes it appear unlimited is our limited perception. :D
Looking great the terrain! Maybe you can now even make a planet and do some sort of meteor impact.
Radikalizm
Posts: 1215
Joined: Tue Jan 09, 2007 7:03 pm
Location: Leuven, Belgium

Re: True modifiable terrain

Post by Radikalizm »

ACE247 wrote:Given enough time, nothing is unlimited, the only thing that makes it appear unlimited is our limited perception. :D
Looking great the terrain! Maybe you can now even make a planet and do some sort of meteor impact.
Last time I checked my hdd size, working memory size and cpu speed were still rather limited ;)
ACE247
Posts: 704
Joined: Tue Mar 16, 2010 12:31 am

Re: True modifiable terrain

Post by ACE247 »

Wait gotta rephrase that... Nah, it makes no sense! :D
Infinity is incredibly long... especially towards the end! LOL (Makes just as much sense!)
So your hard drive isn't very big? I have a 2TB and I just don't have the time to figure out why its allways so full! :)

Gone off-topic again...

On-topic: Heightmap limits? Could one wack in a Radar Heightmap of mars? (200k+) (Obviously with some serious culling)
I am kind-off into some system whereby I can render High resolution planetary terrain data, currently though i can only do flat projected terrain(Which is rubbish because people then think I think the world is flat...)
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