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Member Since 13 Dec 2003
Offline Last Active Mar 18 2014 06:32 PM

Topics I've Started

Game engine with realistic water?

25 February 2014 - 10:05 AM

I’m looking for a game engine that can handle large terrains and allows for realistic water flow. I would like to be able to place sloping streams and rivers, with waterfalls.

Being able to have small boats travel the waterways would be a bonus.

Does anyone have any suggestions?

Terrain Generating and Editing Software?

06 February 2014 - 12:12 PM

I'm not sure if this is the right place for this post, but I'm looking for help in finding suitable terrain generating and editing software that runs in Windows 7.

I will be using it to create a very large terrain for use in a 3D game engine (I'm not 100% certain which one yet) which the player can walk around on or fly over at low speeds. It would be handy if it could create terrain for an entire planet, so that I can then choose which parts to export.

I would like it to automate as much of the process as possible, so that minimal work is required after the terrain is imported into the game engine (as I'm not sure it will have its own terrain or object editor).

It should have the following features as a minimum:-

  • Runs in Windows 7.
  • Procedural generation of very large, detailed terrains.
  • Procedural generation of streams, rivers, lakes and oceans.
  • Manual editing of terrain (for placing man-made features)
  • Option to add roads
  • 64-bit O/S support
  • Multi-core CPU support

Does anyone have any suggestions?

MinGW and VS2010 on same system?

28 November 2011 - 11:23 PM

I recently bought a laptop with Windows Home Premium 64-bit and was wondering if I could install both MinGW and Visual Studio 2010 Express on it without them clashing in any way.

Handling Time in Multiplayer RPGs

25 January 2011 - 07:31 AM

Handling the passage of time can be problematic in multiplayer RPGs (networked or massively multiplayer).

Most single player games allow the player to "skip ahead" in time when waiting, sleeping, training, fast travelling or doing anything else that takes an hour or more of game time and/or would be boring for the player to wait through in real time.

In a multiplayer game, allowing this would cause the characters to become temporally out of sync with each other. For this reason many (all?) ignore the passage of time entirely, which makes the world seem too static in my view.

I would be interested in hearing/reading about any other solutions people have encountered and/or considered.

I am more interested in solutions/ideas for RPGs with up to about 16 players in the same world, rather than massively multiplayer. For example, imagine a game with Oblivion's night and day cycle, NPC schedules, store opening hours etc. with Diablo's networking features.

Height map sample size?

28 September 2010 - 02:52 PM

I apologise, but I'm not sure of the correct terminology to use for this question:-

When using a height map to create terrain in a first person game with a human sized player, what is an acceptable sample size to use. I mean, what real life measurement should each pixel/height marker represent?

I was thinking along the lines of 4 by 4 metres per pixel.