Tag Archives: polish
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 […]
This took a bit longer than expected, mainly because I spent a lot of time tweaking the A* parameters to get more natural rivers, but the rivers now are “flat”, they only go down… The way the river akeis created also enables me to do some additional stuff, like making the flow geometry in the […]
In my research into rivers, I’ve found another option that’s yielding interesting results: use pathfinding… Basically, I just identify a source for the river and then try to leave the map area, weighing the results like in pathfinding (for example, better cost for downhill)… The results are much better than the previous system: Then I […]
Today I did a lot more water experiments, trying out different ways to make the rivers… The results weren’t very good… Either I have very short rivers (because the water doesn’t have anywhere to go) or I have flooding (the most common result): I’ve even tried approaching it based on sedimentation and erosion, but the […]
I’m trying out using a cellular automata in creating the river courses… The results work great to make lakes, but not rivers: Here you can see the iterations of the automata: The problem it seems to be that the current algorithm checks for each grid element if a neighbor has water in it, and if […]
Started work on the new river system… The current rivers are just a line lowering the terrain and replacing the voxel material: It has a lot of bugs (floating rivers, but that could be sorted), but it’s impossible to animate (especially because it doesn’t have an actual direction) and it doesn’t actually look like a […]
Today it was bug-fixing time… First bug was an old one that was annoying me, even if it was simple to solve: the screen would turn purple on transition between areas… The second bug was the normals on the objects… For imported objects, I’m using the 3ds format (because it was simple and I already […]
Old version: New version: Way better, no?! In movement is looks even better… I think I can even improve the effect more, making it branch out on some points, but I’ll leave that for another day… Only the OpenGL version of the decals missing and I can move on to the next task… As I […]
Decal-based shadows work better than I expected, it looses that effect of being just a quad below the characters, etc: In this case it’s quite hard to make out, except when stuff is moving… Here’s an old screenshot for comparison: If you zoom on the shadow you can see the difference… It’s much more noticeable […]
Now I got plasma burns (on some weapons, not all). It still has some error, there are gaps in the stream for some reason, probably something wrong with the collision detection, but I’ll look into it when I work on the raycasting optimization… Now it’s time to look at the possibility of using the decals […]