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Terrain Generator
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Zervox Offline
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Post: #1
Terrain Generator
So, after a while I decided to try and reboot my heightmap generation from EE 1.0smile
   
   
   
   
   
(This post was last modified: 01-27-2015 01:35 AM by Zervox.)
01-10-2015 07:52 PM
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Pherael Offline
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Post: #2
RE: Terrain Generator*Picture warning*
Wow, great smile All terrain generators are interesting. Hoping to see more. Are you using your own algorithms?
01-10-2015 08:20 PM
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Zervox Offline
Silver Supporter

Post: #3
RE: Terrain Generator*Picture warning*
I am using self modified(Esenthelifiedpfft, amgonst other things) version of a library called noise++ under a BSD license made by Urs C. Hanselmann.

I am planning to make my heightmap creator(no source) available through the EE store.
(This post was last modified: 01-10-2015 08:37 PM by Zervox.)
01-10-2015 08:27 PM
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Esenthel Offline
Administrator

Post: #4
RE: Terrain Generator*Picture warning*
This has great potential,

I've accepted this to the store, but please add an Icon for the store item.

Also I recommend updating this:
Quote:For materials you need a folder in your EEProject named TerrainMat in which you put all your terrain materials.
you can obtain a list of materials using Editor Network Interface, and present them to the user.
01-11-2015 12:26 AM
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Zervox Offline
Silver Supporter

Post: #5
RE: Terrain Generator*Picture warning*
That is what I am doing, what I mean is you need to make a folder in your project through the editor this is alot easier to filter.
It is seen on the third image in this thread.

Edit: Icon added I guess.
(This post was last modified: 01-11-2015 12:39 AM by Zervox.)
01-11-2015 12:34 AM
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Esenthel Offline
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Post: #6
RE: Terrain Generator*Picture warning*
Oh I understand, from reading the description first I thought you meant creating a traditional folder in the system.
01-11-2015 01:16 AM
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Pixel Perfect Offline
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Post: #7
RE: Terrain Generator*Picture warning*
Nice work Zervox!
01-11-2015 11:05 AM
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georgatos7 Offline
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Post: #8
RE: Terrain Generator*Picture warning*
Awesome work indeed Zervox. Looks very nice and indeed lots of potential there! Thanks.
(This post was last modified: 01-11-2015 12:57 PM by georgatos7.)
01-11-2015 12:54 PM
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Prodigy Offline
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Post: #9
RE: Terrain Generator*Picture warning*
Great work, i assume it will be able to export the heightmap?.
01-11-2015 04:41 PM
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Zervox Offline
Silver Supporter

Post: #10
RE: Terrain Generator*Picture warning*
I've just submitted a paid version, will have to wait and see when it(if) will be accepted, I think the price will be reasonable for its features.

The paid version features is
Code:
*Save/Load previously made modules
*Export heightmap-colormap toggle.
*Real Time preview of selected module/while editing or adding module.
*Possible to run without Editor running
*Auto checks if Editor was launched after program was started and connects.
*Right hand side List of potential children modules(Less chance of inputting crashing module setups) for new or modules you are editing.


Attached File(s) Image(s)
       
(This post was last modified: 01-17-2015 07:02 PM by Zervox.)
01-17-2015 06:59 PM
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Esenthel Offline
Administrator

Post: #11
RE: Terrain Generator*Picture warning*
(app is now available in Esenthel Store)
01-17-2015 11:37 PM
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Zervox Offline
Silver Supporter

Post: #12
RE: Terrain Generator*Picture warning*
Marching Cube/Block fun!

Waiting for EE to approve latest update.
*Feature includes exportation of 3D textures.
*Module versioning *Warning* Backwards compatibility break need to make new module list
*saving module list will now contain height and color values as well, in case of custom variables.

Exporting Textures are now separated into two buttons, 2D eg heightmaps, and 3D which are volume Textures.(Quite a bit slower to generate)

3D textures are locked at 64x64x64 resolution. will allow ranges later.
Their color values are RED,GREEN,BLUE and WHITE(empty) so it is locked at 3 materials at the moment.

(4x4) * (64x64x64) 3D Textures.
Using PolyVox to extract meshes from 3D texture generated through the Terrain Generator
   
   
Using EE Blocks to represent the pixels in the 3D textures.

Code:
FREPD(x, r.img.size3().x){
FREPD(y, r.img.size3().y){
FREPD(z, r.img.size3().z){
    Color b = r.img.color3D(x, y, z);
    if (b == GREEN)
        blocks.set(x, y, z, &matA); // set top layer
    else if (b == BLUE)
        blocks.set(x, y, z, &matB); // set Middle Layer
    else if (b == RED)
        blocks.set(x, y, z, &matC); // set Bottom Layer
}
}
}
   
   
(This post was last modified: 01-24-2015 07:02 AM by Zervox.)
01-24-2015 02:56 AM
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georgatos7 Offline
Member

Post: #13
RE: Terrain Generator*Picture warning*
Very nice update! I'm really interested in this, i'll sure get my hands on it.
(This post was last modified: 01-24-2015 02:23 PM by georgatos7.)
01-24-2015 01:19 PM
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Zervox Offline
Silver Supporter

Post: #14
RE: Terrain Generator*Picture warning*
Running a tiny generator library that I am in the process of making for real time use which utilizes the .modules created from my Terrain Generator.
all block meshes are constructed real time in a background thread.
*This will be a separate product due *insert selfish reason here*.
Actively created areas are 10x10 each volume is at 64x64x64. smile
PS: Wrote my own world manager and area structures to handle EE::Blocks instead of mesh and phys as separate objects.

I am running this on a 8 Core 3.5Ghz AMD FX-8320 total memory usage was about 4-500MB CPU utilization was in 65-85% range depending on how many areas needed to be created.


(This post was last modified: 01-25-2015 03:18 AM by Zervox.)
01-25-2015 03:15 AM
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3DRaddict Offline
Member

Post: #15
RE: Terrain Generator*Picture warning*
Very impressive work, but I'm not too sure as to its purpose (underground cave/tunnel system ?)
What does "Picture warning" in the thread title refer to?
01-25-2015 06:19 AM
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