About two months ago, I started writing a 2D game. Given that my previous work was on a 3d deformable terrain, I figured a nice 2D game would be a nice change of pace, and give me less hassle. I was right...mostly.Character animation in 3d is not a simple task. There's some great software out there to help you animate it, heck, two years ago even I wrote...
Milcho's Journal
Today's Lesson (for me): Pointers that mysteriously get deleted!
Posted by Milcho,
31 January 2013
·
301 views
I'm posting this as an excercise/lesson, hopefully its useful to someone.Eight years after I started learning c++, I was still caught off guard by this.Basically I had code like this: (ignore the LOG_DEBUG - that was just put there when I was testing this)struct ViewMember{ ViewMember(Widget *wid, int wei) : widget(wid), weight(wei) { } ~ViewMember() {...
I've been working on water, slowly progressing forward. To those who might wonder, keeping track of, generating storing and updating water when you're dealing with a 5km planetoid (our current test planet) isn't quite straight forward. This is sort of a backpost, since i already had basic water in my last post. But this is a bit more in...
Here's a video of the work we've done on water, grass and detail textures. There's also a new build with these featuers on the blog: http://blog.milchopenchev.com
We haven't really had time to post any detailed description on the technicals behind the water or detail maps, but hopefully soon we will. As always, thanks for...
We haven't really had time to post any detailed description on the technicals behind the water or detail maps, but hopefully soon we will. As always, thanks for...
How we handled doing normal maps when also doing tri-planar texturing.
Note: this is a duplicate post from our project blog: http://blog.milchopenchev.com - the formatting may be a bit off,...
PrEdiTer project intro
Posted by Milcho,
24 September 2011
·
285 views
The Procedural Editable Terrain project is just what it sounds like - a project to make an engine for terrain that is both procedurally generated, and allows for editing functionliaty (lowering, raising etc.)
The project evolved from my previous project for simply procedural terrain. One other person joined me on this project, and has been helping with...
The project evolved from my previous project for simply procedural terrain. One other person joined me on this project, and has been helping with...
Terrain generator resumed as Procedural Editable Terrain
Posted by Milcho,
09 September 2011
·
208 views
Well, it's been a long time since I've posted here.
The terrain project I've been working on has resumed, under the name PrEdiTer - Procedural Editable Terrain.
It's currently new blog is here: http://blog.milchopenchev.com
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The terrain project I've been working on has resumed, under the name PrEdiTer - Procedural Editable Terrain.
It's currently new blog is here: http://blog.milchopenchev.com
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The terrain is finally starting to look like..well.. terrain. With normal-based texture coordinate assignment and 3d texturing, the results are promising. The updated version is also up on my site, available for download, and in fact, I encourage you to try it and would appreciate...
I've completed the start of the procedural terrain. You can download the test on my site here. I know not a lot of people read this, but if you are one of the few, and you decide to download it, I'd appreciate some feedback on how well it runs.
If you do download it, you can...
If you do download it, you can...
Today, in a mini-update, some screenshots of terrain generated by a combination of the Marching Cubes algorithm and a perlin-noise density function.
The images below have 2 parts: a small grid in a 64x64x64 meter cube, sampled at 2 samples per meter, and a large grid in a 512x512x512 cube sampled at 0.25 samples per meter (1 sample every 4 meters)....
The images below have 2 parts: a small grid in a 64x64x64 meter cube, sampled at 2 samples per meter, and a large grid in a 512x512x512 cube sampled at 0.25 samples per meter (1 sample every 4 meters)....
Recent Entries
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2D Skeleton Woes02 February 2013 -
Today's Lesson (for me): Pointers that mysteriously get deleted!31 January 2013 -
Water, water, everywhere...21 November 2011 -
Grass, water and detail textures29 October 2011 -
Triplanar texturing and normal mapping10 October 2011
Recent Comments
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Water, water, everywhere...Milcho - Nov 22 2011 03:44 AM -
Water, water, everywhere...Servant of the Lord - Nov 21 2011 06:26 PM -
Grass, water and detail texturesServant of the Lord - Nov 03 2011 09:30 PM -
Triplanar texturing and normal mapping__Homer__ - Oct 13 2011 02:58 AM -
Density-based Terrain Screenshots mini-postSuspense - Feb 17 2011 11:32 AM
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