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storm33229

Member Since 09 Feb 2010
Offline Last Active Mar 22 2013 02:49 PM

Posts I've Made

In Topic: Procedural Level Generation

24 December 2012 - 10:57 AM

O.P., if you have any more questions, feel free to ask.  I dumped A LOT of information on you, so I expect /something/.
Also, I know that looks scary but it's really not that complex.  Make rooms, place them using method, check for errors.  Easy.

 

Thank you so much for your help (+1 for sure). I am working on creating shape files that contain meta data about my 3D pre-canned structures. This way I can have an artist create cool art, and then I can randomly place it. For instance:

 

XXXXX

X000X

D000D

 

where non-zeroes are cross checked with the map, and the d's specify doors. 


In Topic: Procedural Level Generation

23 December 2012 - 03:33 PM

Thank you for your patience with me. This is the gist of my algorithm so far:

pseudo code:
while rooms.count < number_of_rooms_to_create
set room = new room

set room.sizeW = random()
set room.sizeH = random()

set room.posX = random()
set room.posY = random()

if room fits
rooms.add(room)

end while

start_room = random(rooms)

foreach room in rooms
if room is not start_room
create_path(start_room, room)
end foreach

This works just fine for square tile based 2D maps. This falls apart when trying to create maps that contain rooms of arbitrary shape and size. The first problem is how to check if the room will fit. The second is how to link the rooms together at their respective door/entry-way points. In my original post, this was easy to do since the rooms were all quadrilateral shapes and the walls and floors were individual tiles. Now I want to use whole 3D and 2D chunks instead.

 

I've attached an image that is derived from the tile set in my original post.

 

 


In Topic: Procedural Level Generation

22 December 2012 - 11:39 PM

While helpful in a general sense, your reply is a little to high level and design oriented. I am asking for a more detailed technical discussion, so if you can expand on your implementation section that would be really helpful.


In Topic: Custom Vertex structure

08 August 2011 - 08:18 PM

Thank you both for those examples. I about choked on what I was drinking when I read fatso and nipples. Posted Image

In Topic: Using Vertex Buffer Objects in OpenGL 2.1 and C

08 August 2011 - 06:36 PM

Thank you for the help. I am slowly starting to understand VBOs and how they are to be used.

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