Would you share your IFS Engine with some of us so we can use it ?
Amadrias
Still a terrain question...
I have Np sharing my engine. When innerloop first starting talking about IFS it got me hooked. I bought JFS just to study the look of the game. And I even have a copy of that article you mention. Basically the engine works on the very simple fractal base algorithms. The big thing is storing the data, the whole world is constructed and then converted to the data the engine will read to build it on the fly. Iam surprise people arent focusing on that. Innerloop has mention a newer improved version of thier engine. and if you were to look hard at JFS after a while the world looks and feels big but very blab after a while. rolling hills and flat plains as far as the eye can see but minimilistic details trees and scrubs. So from what I can determine 3 programs are involve. 1. to construct and design the world. 2. To convert world data to the data the engine will read. 3 The engine reads the data and builds the world on the fly. All of this makes for a hard-coded world tho. I would like mines to be a bit more dynamic so that''s the drawback. Carrier Command is actually another render on the fly real-time game. and so was the original Elite. small datasets and the engine render them on the fly. So I guess I need to think more in terms of how will my world data be stored and render out by the engine. PR like I mention before would handle the details. IF anyone else is interested in tackling this project I welcome the help.
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