• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
??????? ?????

What is the best method for planet generation in a playable game(if any)?

6 posts in this topic

I'll be working on a game this summer and I need to be able to fly a spaceship into a huge planet and land on the surface.Now I got the ''fly space ship'' part,but I have no idea how to generate a planet.As far as I know procedural planets are way too heavy to be used in a game.For instance I get stable frame rates on the new Alien vs Predator game on highest setting,but every ''Procedural Planet Engine'' I've tried has FPS drops and yet the terrain just doesn't look all that good.Are there any other good methods on simulating a planet?Like maybe having different zones/levels for each height level from the atmosphere to the surface and while in space the planet being a premade 3d model?Or maybe I haven't stumbled on a good procedural planet example.I'm not really sure how to write one tho,so I can't judge.
0

Share this post


Link to post
Share on other sites
Should be possible, but not trivial.[list]
[*]Search for "terrain generator" to find ideas.
[*]Look for using simplex noise or perlin noise (both 2D and 3D). This can be used to create mountain and valleys, and it can also be used to create probability of various vegetation.
[*]Use fractals in combination with simplex/perlin noise.
[*]Use incremental updates of detail.
[*]Maybe using multi thread solution, with one thread to compute improved level of detail.
[*]Algorithms that mimic terrain generation in the real world formation may be more difficult to use to get an incremental level of detail.
[/list]
2

Share this post


Link to post
Share on other sites
If you're looking for a relatively trivial solution, create a set of predefined objects, randomly scatter them around the planet. An object can be anything from a dungeon room to a mountain to a tree. This solution for procedural generation is useful for creating meaningful features. Oftentimes, procedural generation a-la-minecraft generates a plethora of meaningless features. It may be pretty and cool at first sight, but after a couple of hours it quickly becomes stale.
0

Share this post


Link to post
Share on other sites
What are you doing that would cause the FPS to drop like that? The planet should be procedurally generated once, or once per increase in LOD, not every frame or anything crazy like that.
0

Share this post


Link to post
Share on other sites
Hmmm, it could be generation on-demand, it could be bad LOD code, or it could be no LOD (e.g. rendering a squillion polygon planet when you are in space).
0

Share this post


Link to post
Share on other sites
[quote name='jefferytitan' timestamp='1339735309' post='4949430']
Hmmm, it could be generation on-demand, it could be bad LOD code, or it could be no LOD (e.g. rendering a squillion polygon planet when you are in space).
[/quote]

Yeah, I was just trying to point out that if it's slowing down that badly, there's something wrong with what he's doing. I can understand something like a temporary slowdown for on-demand generation, but a permanent slowdown would suggest no LOD or bad LOD code, both of which are a bad idea and should be dealt with. I was trying to point out that there's no good reason for procedurally generated planets to permanently slow the game down like that.
0

Share this post


Link to post
Share on other sites
If you want to start from scratch to create a workable planetary renderer, over summer, without knowing whether you're going to use OpenGL, DirectX, etc, etc, good luck, you'll need it. Just as a frame of reference, my current planetary renderer achieves around ~350fps in 'space' with the planet taking up most of the screen and maintains around 200fps at the surface. I still need to optimise my CPU throughput more than anything, though profiling has proved difficult with CodeAnalyst, so for now I'm focusing on expanding the project. I used six quadtree faces forming a cube, mapped to a sphere to form the planet in conjunction with GPU based heightmap, normalmap generation. If you need any help, ask, but I assure you this will be no small task. I'm sure you've seen it already, but if not check out the Infinity project for more ideas.
0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0