Category Archives: Technology
Quite happy today with my shader work… The shader I had worked fine, but it looked terrible adjacent squares that had slightly different vectors: It gave the scene some charm, but it wasn’t very pretty looking… Then I had an idea! Basically, the problem was that the new UV that I used on the animation […]
Still working on the water flow shader… After I generated the flow map, this was the result: A lot of noise in most of it… The rest flowed correctly, which was good, though! Drawing the displacement, everything seemed to be ok: And the base UVs: And the displaced UVs: So the problem seemed to be […]
Before I waste more time with generating the geometry for the rivers (to make it flow), I decided to try something different: use the already generated voxels, but with a shader that uses a “flow map” to generate the illusion of movement… So today I spent my time creating the infrastructure for that: If this […]
Finally finished with the terrain/river/lake generation! Yesterday’s problem was easier to address than I expected, everything worked perfectly quite soon… So, we had this yesterday: And today we have this in the same place: The screenshot doesn’t do it justice, but it’s much nicer and more “correct”. So now I’ve started the generation of the […]
Yep, this week has been very original… I’m closer and closer, and the latest addition to the algorithms has really made a difference… After all the process is done, I now do a linear interpolation between the height of the river/lake and the surroundings, making it rise smoothly enough so that the water doesn’t escape! […]
I’ve studied a bit more on A* optimization, and I finally found what the major problem is… The fact that I’m really putting an extremely large penalty on any “rising” terrain means that the system has to search the whole map to find a valid path… Playing around with the factors, I massively reduced the […]
Most of what I’ve done today got thrown away… That’s a sad thing that sometimes happens in development… I did a lot of experiments with the lake generation code, and I finally found something that I think actually works, by playing around with the parameterization of the algorithm… Since this whole process is taking about […]
This is taking much longer than I wanted… Although I’m closer (and just found out I’m doing a lake every 4 cells), it’s still not good enough, the water doesn’t follow enough: The brightest points are the lake spawn points, but the water dies down too fast… I could do more iterations, but this takes […]
The results still aren’t looking good… The current algorithm is to fill a cell with a large value and then apply a kind of blur filter on the map, being selective on the heights (so we don’t use the value from low terrain to change higher cells). The problem is that there seems to be […]
Working on a lake system, and results are less than optimal… Currently, I’m looking for a suitable place for a lake in the river, and then using a flood-fill algorithm, but something is going terribly wrong on it: So, the lava here shows the places where a “lake” tile is being placed, and the height […]