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EverplainSt

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About EverplainSt

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  1. Hi, I am the developer of Raiseland(http://steamcommunity.com/sharedfiles/filedetails/?id=280019434), developing it required a lot of generic/typical functions. I found some useful libraries. However, for some tasks I didn't find these (too much complex, not C, bloated...). Because of this I created my own library and I'm considering releasing it under a BSD-like license. However I don't know if it would be useful for the community, would it be?   This is the list of features. Tested on Windows (Vista, 7, 8) compiled with MSVC2013  and on Linux(Ubuntu 14.04.1 LTS and ArchLinux) compiled with clang and gcc. Needs OpenGL 4.0 or later, some parts need GLFW3, zlib and freetype2 (these parts can be removed) Source code written in C99. Very simple: ~7000 LOCs Modular Logging Getting time (microsecond resolution) Faster replacement for typical srand/rand functions Import .obj/Wavefront mesh files with smooth or flat normal generation Export .obj/Wavefront mesh files Import and export own compressed mesh format (60% smaller than standar .obj) Bounding box calculation Basic primitive drawing: lines, axis and cylinders Basic GUI: labels, buttons, combo boxes, "number editors", switches (on or off), sliders, typical customizable header menu (File, Edit...), containers... Basic mesh drawing Skydome Stats (elapsed time, triangles per frame, meshes per frame) DDS image loader (loads DXT1, DXT3 and DXT5 files) Cached text rendering system using TrueType fonts (uses freetype2) Basic input system Typical vectorial and matrix math operations including getProjectionMatrix and getViewMatrix Window/context creation using GLFW3 Texture manager Library examples  
  2. EverplainSt

    Perlin Noise gives too small values?

    I found some ugly things in your link: http://www.float4x4.net/index.php/2010/06/generating-realistic-and-playable-terrain-height-maps/ This is 3D perlin noise. However heightmaps should use 2D noise. Using 3D noise with heightmaps is useless, at the end you will be discarding one coordinate:  Heights[i, j] += Perlin.Noise(f * i / (float)Size, f * j / (float)Size, 0); Watch that zero, the third coordinate is useless. Using 3D perlin noise can work, but 2D noise is easier and cheaper(in terms of performance). The smooth function use the old 3p² - 2p³. However this is not C2 (it is C1), it should be 6p^5-15p^4+10p^3 (http://mrl.nyu.edu/~perlin/paper445.pdf) The implementation uses a permutation table. This is a performance optimization. However for a 2D noise generator I will use a simple gradient table, without permutations. I think that the way InitGradients initialize the gradients is complex and performance expensive. Try this: Rng rng=new rng(-1,1);//Random numbers on [-1,1] interval vec3 g=(rng.next(),rng.next(),rng.next()); g=normalize(g); I prefer this Perlin noise reference: http://webstaff.itn.liu.se/~stegu/TNM022-2005/perlinnoiselinks/perlin-noise-math-faq.html I think that this link is very comprehensible.   About your particular problem: Your second picture looks good. Noise won't be noticeable if the frecuency is too high compared to the vertex density (vertex/triangles per unit²). Even though your second picture looks good you may want more abrupt terrain. Try increasing the amplitude: public void AddPerlinNoise(float f, float amplitude) { for (int i = 0; i < Size; i++) { for (int j = 0; j < Size; j++) { Heights[i, j] += amplitude*Perlin.Noise(f * i / (float)Size, f * j / (float)Size, 0); } } }
  3. Thanks, these are good advices , I'll take them into account.
  4. That's a large list : Yes, I tried to use only a FPS view, maybe I should raise the camera. I don't have a lot of experience with game-engines and renders, any suggestion here? Unity? Blender? I thought I've already did that, could you explain this more?   Any suggestion about how can I get better and larger textures? I thought that water will be interesting, but I choose not to include it because it wouldn't be exportable Lighting model... I use a simple lambertian model, I tried Oren-Nayar but I didn't like too much the difference. I use "false" lights to fake ambient oclussion. I think that "true" ambient oclussion will be an overkill, and I have no experience with this. About the skybox... Skydome is configurable, but my problem is that I don't know how to get good large(>=4K) skydome textures   SpeedTree is a very good software, I don't want to compete with that... Even if I could do caves and arches, most game-engines use heightmaps, it would make that terrains non-exportable. It will be interesting, but most developers use third-party engines, don't you think so? Yes, Raiseland can blend different types of terrain. However I only use this feature once (the big mountain and the plains), I should improve my examples. Thanks!
  5. Thanks for answering.   Yes, there are some other procedural terrain generators. However Raiseland is the only one that works on real-time. Moreover I wouldn't sell it at 549$(Terragen).   About the video... How do you think I can improve it?   And, why do you think it's outdated?
  6. Hi, I've launched an app(for game development) on Greenlight. Most comments are positive ("interesting", "nice"...). However I'm not getting many yes votes. I think that YesVotes/Visitors(30%) and YesVotes/TotalVotes(56%) ratios are not bad, so I think that I should improve marketing. I've done a website, a twitter account and I've post a few announcements on forums like this, but I don't know what more can I do. Do you have any suggestions?  Thanks
  7. Hello, We've just launched Raiseland at Steam Greenlight. Raiseland is a real-time procedural terrain generator. You'll be able to create diverse terrains(mountains, hills, plains, dunes, the Moon, Mars...) in a few minutes (there is a "making-of" video in Greenlight). I hope the quick results be useful for all indie game developers who doesn't have enough time to fine-tune the difficult non real-time generators but nevertheless want high quality terrain maps. Feature list: Real-time terrain generator: user modifications are shown on the fly Free camera: look at the terrain from anywhere Hybrid terrain generation: Procedural highly controllable terrain generation algorithm Artist-driven terrain tools Procedural terrain texturing (height and slope are taken into account) Many terrain examples included Terrain resizing at any time The terrain size is almost unlimited due to its optimized graphics engine Export to heightmap(.raw) (up to 16384x16384) Export to mesh(.obj/Wavefront) Our greenlight page:http://steamcommunity.com/sharedfiles/filedetails/?id=280019434 I hope you like it!  
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