Eden : terraformer [update - ecoregion design]
-
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Ok, so it seems to work on other peoples computers ok... Yeeessss (does happy idiot dance). Here is the project source (including a makefile kindly made by hybridOL)
http://www.ultramedia.com.au/irrlicht/e ... 073400.zip
You HAVE to have wxwidgets setup, however your machine needs it done. For me, I just downloaded it and built it in MSVC2008. I'm REALLY keen to see if it builds/runs on non windows machines now that its in wxwidgets...
http://www.ultramedia.com.au/irrlicht/e ... 073400.zip
You HAVE to have wxwidgets setup, however your machine needs it done. For me, I just downloaded it and built it in MSVC2008. I'm REALLY keen to see if it builds/runs on non windows machines now that its in wxwidgets...
-
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
well this probably borders on dysfunctional, but I'm going to rearrange the structure again (but not completely) to make eden capable of spherical terrain - i.e. a procedural planet, which is what I really wanted to do from the start anyway.
The good news is that most of the code and calculations won't actually need to change that much to do this, but if I'm going to do it, I pretty much need to do it now before I dig any deeper in the current structure. I've already figured out how to do it too, so it's pretty much just dig in and do it.
For those of you who are interested in procedural planet type things, I've decided to go at it from the angle of having a cube structure where each face is group of terrain tiles very similar to the current 2D setup, except as well as applying a heightmap to the tiles, I also apply a spherical distortion to inflate the cube out to a spherical shape.
The good news is that most of the code and calculations won't actually need to change that much to do this, but if I'm going to do it, I pretty much need to do it now before I dig any deeper in the current structure. I've already figured out how to do it too, so it's pretty much just dig in and do it.
For those of you who are interested in procedural planet type things, I've decided to go at it from the angle of having a cube structure where each face is group of terrain tiles very similar to the current 2D setup, except as well as applying a heightmap to the tiles, I also apply a spherical distortion to inflate the cube out to a spherical shape.
-
- Posts: 1638
- Joined: Mon Apr 30, 2007 3:24 am
- Location: Montreal, CANADA
- Contact:
Hi, Ultramedia.
Was able to run it on Vista 64 frenchy and tested it at school (XP 32bit english).
It's running perfecly fine here(Vista 64 bit french) but seem to crash on startup on XP 32bit english. I will try to get you a picture of the requestor when it crash. (got a requestor when started the application then closed)
Was able to run it on Vista 64 frenchy and tested it at school (XP 32bit english).
It's running perfecly fine here(Vista 64 bit french) but seem to crash on startup on XP 32bit english. I will try to get you a picture of the requestor when it crash. (got a requestor when started the application then closed)
-
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Hmmm... thats a bit strange - first instinct of course is to make sure the c++ redistributables are installed on the XP32 english machine... If it's not that, well, thats the only thing I know to check with the executable, so I hope it is that If your building from the source though, you need to make sure you've got wxwidgets built and available.
btw, thanks for doing all this testing for me, seems clearer to me now that the way forward with the project is to keep the engine open source, and maybe down the track if I can use it to do something commercially viable (that would be great) I could sell the game I made with the engine rather than the engine itself.
It won't be the first full planet thing out there, but as far as I know its still a pretty small market - infinity, viewterra etc. For me, one thing I haven't seen anywhere else which is absolutely must have : Walk around spaceship interiors. You have to be able to walk into and around your spaceships. It's a key feature of science fiction, but you don't see much of it in games because of the obvious level of technical difficulty/complexity.
Hmmm... thats made me start to think of lots of different things from lots of different games that I'd want to mix together... I might think about this for a while and start a thread over in the off topic section...
btw, thanks for doing all this testing for me, seems clearer to me now that the way forward with the project is to keep the engine open source, and maybe down the track if I can use it to do something commercially viable (that would be great) I could sell the game I made with the engine rather than the engine itself.
It won't be the first full planet thing out there, but as far as I know its still a pretty small market - infinity, viewterra etc. For me, one thing I haven't seen anywhere else which is absolutely must have : Walk around spaceship interiors. You have to be able to walk into and around your spaceships. It's a key feature of science fiction, but you don't see much of it in games because of the obvious level of technical difficulty/complexity.
Hmmm... thats made me start to think of lots of different things from lots of different games that I'd want to mix together... I might think about this for a while and start a thread over in the off topic section...
-
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
skeletal structure of planet classes setup and working...
eden_app > planet_core > planet_panels > planet_patches
planet_core is just a container object so I can have multiple planets if I want (i.e. moons), planet_panel is for the six faces of the spherized cube, planet_patch is the equivalent of the current terrain nodes which are arranged in octaves of 4x4 (making up the planet_panels).
Too soon for screenshots or samples though, as it still looks the same as the current planar version - now I have to write the bit that points the six planet_panel objects in the six different cubic normal directions and it'll look like a cube, then I write the bit that 'inflates' the vertices out to a sphere shape, it'll look like a planet. (Those bits will actually be easy, it's tweaking all the octave calculations to work inwardly instead of outwardly that I'm not looking forward to...)
eden_app > planet_core > planet_panels > planet_patches
planet_core is just a container object so I can have multiple planets if I want (i.e. moons), planet_panel is for the six faces of the spherized cube, planet_patch is the equivalent of the current terrain nodes which are arranged in octaves of 4x4 (making up the planet_panels).
Too soon for screenshots or samples though, as it still looks the same as the current planar version - now I have to write the bit that points the six planet_panel objects in the six different cubic normal directions and it'll look like a cube, then I write the bit that 'inflates' the vertices out to a sphere shape, it'll look like a planet. (Those bits will actually be easy, it's tweaking all the octave calculations to work inwardly instead of outwardly that I'm not looking forward to...)
-
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Now that is a nice name.
ShadowMapping for Irrlicht!: Get it here
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
Need help? Come on the IRC!: #irrlicht on irc://irc.freenode.net
-
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Must... resist... vanity... post...
Oh what the hell... check out my cool new avatar to go with my 'rebranding'. PLUS i get to spend three hours working on the engine tonight - fingers crossed I can get something going to show... I think once I can get a demo sphere up and working, I'll start a new thread to complete the 'rebranding' process. It'll also be a good chance to shake off all the 'call the waaahmbulance, it's too hard' posts that I did at the top of this thread about learning c++.
Oh what the hell... check out my cool new avatar to go with my 'rebranding'. PLUS i get to spend three hours working on the engine tonight - fingers crossed I can get something going to show... I think once I can get a demo sphere up and working, I'll start a new thread to complete the 'rebranding' process. It'll also be a good chance to shake off all the 'call the waaahmbulance, it's too hard' posts that I did at the top of this thread about learning c++.
-
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
WOOOOOHOOOO Spherical transformations working
This is my terrain tiles working together around a 3D spherical shape instead of just being spread across a 2D ground plane.
It's late and I'm tired so I won't try and explain why this is a totally huge step forward (ok I will, just not now), but trust me - this is HUGE.
There are still some things to bring back online yet, but they're basically just cleaning up after having got all the math going.
Here's another shot showing it from another angle. You can see how three of the spherized cube faces are interlocking together...
Project (so far) is available from http://www.ultramedia.com.au/irrlicht/e ... 223500.zip
movement is offline until I hook up a 'gravity' function for the player to follow the surface, but you can still zoom and orbit with the mouse wheel and right click dragging
This is my terrain tiles working together around a 3D spherical shape instead of just being spread across a 2D ground plane.
It's late and I'm tired so I won't try and explain why this is a totally huge step forward (ok I will, just not now), but trust me - this is HUGE.
There are still some things to bring back online yet, but they're basically just cleaning up after having got all the math going.
Here's another shot showing it from another angle. You can see how three of the spherized cube faces are interlocking together...
Project (so far) is available from http://www.ultramedia.com.au/irrlicht/e ... 223500.zip
movement is offline until I hook up a 'gravity' function for the player to follow the surface, but you can still zoom and orbit with the mouse wheel and right click dragging
ok somehow the app crashes when strting up.
compiles almost fine but only in release mode.
i'm using the mingw compiler btw.
compiles almost fine but only in release mode.
i'm using the mingw compiler btw.
We're programmers. Programmers are, in their hearts, architects, and the first thing they want to do when they get to a site is to bulldoze the place flat and build something grand. We're not excited by renovation:tinkering,improving,planting flower beds.
-
- Posts: 175
- Joined: Wed Dec 20, 2006 12:04 pm
Yay! After lots of hard work learning about spherical vectors I figured out a nastier hacky way to get the little box dude motoring around the sphere. Once I figure out how to do the math properly I'll put that in, but for now, I thought it'd be cool to just show something working (even though he gets stuck half way around the globe).
Remember, w,a,s,d to move, mouse wheel to zoom, right click and drag to orbit.
http://www.ultramedia.com.au/irrlicht/e ... 001000.zip (2MB)
Remember, w,a,s,d to move, mouse wheel to zoom, right click and drag to orbit.
http://www.ultramedia.com.au/irrlicht/e ... 001000.zip (2MB)