LittleBigPlanets object modelling question
hi all,
i'm trying to
figure out how the guys form Mm has implemented the level constructor form LitteBigPlanet in particular the object modeling
(take a look ^^ http://www.gametrailers.com/player/21598.html ).
my hypothesis:
- some kind of strong boolean algorithm
- merged contours and tessellation
- metaballs like shapes (Cube, Cylinders, etc...) with negative for boolean like difference
- Constructive solid geometry
anyone has oder ideas to share ??
thanks in advance for your help.
Vinn
P.S. I'm basing my ideas only from the tons of video on-line concerning this game, if some one has played the game maybe can make a better hypothesis.
P.P.S. forgive me for my bad English ^^
In LBP, all the shapes the player can create are essentially 2-dimensional (even though you do have 3 discrete extrusion depths available). It is relatively easy to implement edge following (polys from bitmap) and boolean operations on 2d shapes. The base material texture is linearly mapped and tile-repeated in xy plane, regardless of material shape or size, so it is trivial to do.
That said, despite its simplicity as compared to "real" game development, I still find LBP's level construction quite fun.
That said, despite its simplicity as compared to "real" game development, I still find LBP's level construction quite fun.
thanks for your explanation Niko,
it was simpler than I thought....
anyway do you know a fast edge following algorithm ?
^__^
thanks again,
Vinn
[Edited by - ivanvinn on November 17, 2008 5:46:28 AM]
it was simpler than I thought....
anyway do you know a fast edge following algorithm ?
^__^
thanks again,
Vinn
[Edited by - ivanvinn on November 17, 2008 5:46:28 AM]
I haven't had the need to write one myself, but the basic algorithm is as follows:
In a 1-bit bitmap, the absolute derivative is always either 0 or 1 so the treshold is extremely simply defined.
- Find a point where the absolute derivative (rate of change) of the bitmap is within your desired value treshold.
- Seek neighbouring pixels for the same treshold.
- Draw a line segment as far as the derivative follows a straight path. Upon encountering a deviation in the values, start a new line segment.
- Set the current seek point to the start of the new line segment.
- Repeat from step 2 until you have a closed polyline.
In a 1-bit bitmap, the absolute derivative is always either 0 or 1 so the treshold is extremely simply defined.
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