Hey all!
This time I'm going to write a little about my plans for generating planets. This entry won’t go into any specific details of the terrain generation but will be just a very high level overview of the basic framework. I don't think any of the ideas in here are new.. the procedu…
Having decent tools to debug the generators is crucial. One of the tools I always like to have is lots of debug rendering features. Putting debug text in the world is a big part of that, so I need ThreeJS to do that for me. ThreeJS has some nice stuff built in but I don't want to add dependencie…
A good while ago I stumbled across this video on youtube about a theory that the earth grew in size and the tectonic plates 'float' on top of this expanding sphere.
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Now despite this being somewhat scientifically questionable it did get me thinking that it might be fun to model a proce…
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Now despite this being somewhat scientifically questionable it did get me thinking that it might be fun to model a proce…
This time I'm giving an update on the status of the code itself. It's still early days but at the moment I've been working on mesh generation helper code. The first mesh generation function I have working is for geodesic spheres, a cool piece of geometry!
It's built from an icosahedron as the base w…
It's built from an icosahedron as the base w…
Scripting languages can be a can of worms. I want to make sure I open that can for the right reasons!
I want the code that does any heavy lifting of the generation to be in C++ for performance reasons (and debugging!). I also want the generation steps of objects to have rapid iteration in a forgivin…
I want the code that does any heavy lifting of the generation to be in C++ for performance reasons (and debugging!). I also want the generation steps of objects to have rapid iteration in a forgivin…
To make a universe more than just a static diorama things have to change. Time should have an effect, so planets spin and the sun can rise, but more importantly the players actions should have an effect.
If the player gets their hands on a planet destroying super weapon it would be very unsatisfying…
If the player gets their hands on a planet destroying super weapon it would be very unsatisfying…
Having a big universe to play in is going to require some thought into how to locate things.
The Milky Way is 120kly (ish) according to Wikipedia. That's kilo-light years. That sounds big! Ok lets say I want to positiom things with millimetre accuracy. A light year is 9.4605284 x 10^18 millimetres (…
The Milky Way is 120kly (ish) according to Wikipedia. That's kilo-light years. That sounds big! Ok lets say I want to positiom things with millimetre accuracy. A light year is 9.4605284 x 10^18 millimetres (…
The narrative generation will work within high level constraints placed by the player. Or the Plyer can leave it to be entirely random.
The UI for this will be a page of simple sliders for the highest level of story control, but clicking through into the advanced settings will reveal many ways the p…
The UI for this will be a page of simple sliders for the highest level of story control, but clicking through into the advanced settings will reveal many ways the p…
This time I going to talk a little about my early plans on incorporating languages into the game.
I want all the text you encounter in the game to mean something, even if it is in a made up alien language. To do this I'm going to generate (somewhat) meaningful sentences that are converted to the ali…
I want all the text you encounter in the game to mean something, even if it is in a made up alien language. To do this I'm going to generate (somewhat) meaningful sentences that are converted to the ali…
A generated 'thing' can be either physical or abstract with no physical form. The personality of a villager or the characteristics of an average member of a species are a couple of examples of the kind of abstract things that can be generated.
All things being generated can have dependencies on othe…
All things being generated can have dependencies on othe…
A seed is a number used to initialise a random number generator. They are important because it allows a generator to give the same sequence of random numbers again. In fact the sequence of numbers generated is typically deterministic, so the seed is a bit like giving it a starting point in this lon…
I've got a few draft posts in the works but first I thought I should do a more detailed overview of what I'm planning starting with a sort of disclaimer. Everything I write about in this journal needs to be taken with a pinch of salt. Until I show actual screenshots everything I've planned has been…
Hey everyone. This blog will hopefully detail some of me efforts towards making a Big Procedural Game (tm). I'll post random thoughts and ideas on the procedural generation process as well as some of the design decisions I've made in the engine which will power this whole affair.
My ultimate goals a…
My ultimate goals a…
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