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Member Since 14 Mar 2005
Offline Last Active Mar 18 2016 09:31 PM

#5100131 Is this incoherent?

Posted by on 10 October 2013 - 04:52 AM

I am imagining having a 2d worldmap like FF6, except you can "enter" any tile and be taken to a side scroller procedurally generated terraria style map. I was thinking of how to have multiple terraria maps be coherent in a game world, and that is what I came up with. The player could choose a tile and build a village on it, which would change how the tile looks on the world map. I kind of see the micro actions of the player on the local map level affecting macro things on the world map level.


Do you think this kind of system would be fun? I am not sure if I am over thinking it, or if it needs to be more coherent. I am a little scared that switching from a side scroller view to a top down world map will be too weird(thought I loved the way link 2 did this). I want to make the world map be more meaningful instead of just being a tile placeholder for side scroller levels. I guess I could say I am trying to think of ways to make the world map more fun. Thoughts? Thanks. 

#5078446 Unity vs XNA

Posted by on 17 July 2013 - 08:41 AM

You should keep in mind though that Unity has an amazing asset store that will allow you to purchase tools that will shave off months of development time. I spent $100 dollars on a 2d skeletal animation editor, 2d volumetric lighting, a full blown tile editor, and more, which would have taken months to do on my own. "Make games, not engines" as the saying goes, so it depends on if you want to focus on making games or the stuff you need to make games, which you will have to do with XNA(Though XNA is still really awesome). Just my 2 cents.

#5035302 Perlin Noise Question

Posted by on 22 February 2013 - 12:28 AM

You are forgetting that using a seed, you'd just regenerate a chunk if the user ever revisted it. One method would be to only save CHANGES made to the world. Then you would never save chunks that were generated. Only the changes a player made to a chunk. Then a planet would take up no space at all even if the player visited the entire thing and made no changes. You'd just have to generate the chunks procedurally in threads as you moved through it.

#5034029 Sparse Voxel Octree vs. Gigavoxel vs. Octree

Posted by on 18 February 2013 - 10:38 PM

I am going to be working on a planet made out of blocks(using voxels of course), and I was debating between these 3 techniques, and I basically just wanted everyone's input on the difficulty of the implementation of these, and if what I would like to do would be possible using something as simple as an octree(where I would procedurally generate deeper nodes only as needed) or if I would need something like a sparse voxel octree or use the Gigavoxel technique.


The idea is that I should be able to go very deep into an octree, procedurally generating data as I go, and be able to view other parts of the tree that are at a very low resolution, because they are at a high level in the tree(a mountain range 100 miles away for instance).  I hope I was descriptive enough. Thank you for any input!

#4992324 Software Renderer Coordinate Issue

Posted by on 20 October 2012 - 07:44 PM

Hello. I am having issues with my coordinate system for my software renderer. Here is a picture of the issue.


This is a plan square with vertices defined as
v -0.5 -0.5 -1.5
v -0.5 0.5 0.0
v 0.5 0.5 0.0
v 0.5 -0.5 0.0

When I move the Z of the bottom left point into the negative z, by -1.5 this is what happens.


If I move the bottom left point in the +1.5 z direction, this happens.


Another interesting thing is that I have to make the UpVector (0,-1,0) to make the points in the positive Y be drawn above the origin.

Any ideas? It seems that when I modify the Z, the points move in very weird directions. Thanks.