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Doggit, Holomanga

Most users ever online was 33 on Sun Nov 14, 2010 9:51 am
2011: A look back
Sun Jan 01, 2012 7:29 pm by ~sciocont
I'm not one to celebrate the new year much- where I live, It just means four months of freezing weather and little daylight- but I'd like to take a look back at what we as a community have done in 2011, and peer forward into 2012. At times our project seems awash in uncertainty, and I think we might never reach our goals. It's at times like this when I stop to think about what Thrive has …

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 Interesting terrain generation procedures

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Commander Keen
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PostSubject: Interesting terrain generation procedures   Sat Sep 11, 2010 8:49 am

Found this at Outerra forums: Artificial Terrain Generation. It even covers spherical planets!
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Chameleonsushi580



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PostSubject: Re: Interesting terrain generation procedures   Sat Sep 11, 2010 11:29 am

Ooooooooo~.....

How nice looking. Everything on this page looks like it could definitely be of some use, as it covers
basically every department that we need to work on. :3


And also, someone seems to be developing a very ambitious project with this same technology and it looks
like it could contribute to our "space phase"....


http://www.infinity-universe.com/Infinity/index.php?option=com_content&task=view&id=12&Itemid=33
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roadkillguy
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PostSubject: Re: Interesting terrain generation procedures   Sat Sep 11, 2010 1:58 pm

I like the resized hemisphere one.. It may even work within a simple latlon sphere. We wouldn't have strange bumps at the top.. Lemme think about this.

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~sciocont
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PostSubject: Re: Interesting terrain generation procedures   Sat Sep 11, 2010 5:30 pm

That's a very helpful link, and it covers just about everything we need to implement. Excellent find!

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Djohaal
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PostSubject: Re: Interesting terrain generation procedures   Fri Dec 03, 2010 9:46 pm

SIGGRAPH man, SIGGRAPH. It is the biggest computer graphics journal out there, and often some of its papers are free! Smile Google for it and go sniffin' on the database
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Darkov
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PostSubject: Re: Interesting terrain generation procedures   Mon Jan 03, 2011 4:23 am

the link wont load ?
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Commander Keen
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PostSubject: Re: Interesting terrain generation procedures   Mon Jan 03, 2011 3:37 pm

Was working just a few days ago. The basic VTP link is still working though.
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AIs-null
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PostSubject: Re: Interesting terrain generation procedures   Mon May 16, 2011 12:41 pm

Code:
i = 0;
for(x in 0 to xcount)
  for(y in 0 to ycount)
  {
    addvertex(x * cellwidth, y * cellwidth)

    if(x < (xcount - 1) and y < (ycount - 1))
    {
      addtriangle(i, i + 1, i + xcount)
      addtriangle(i, i + xcount, i + xcount + 1)
    }
  }


Something like this should suffice for a terrain generator. Amiright?
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Commander Keen
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PostSubject: Re: Interesting terrain generation procedures   Tue May 17, 2011 10:55 am

Believable terrains will need fractal erosion and snow deposition as well as pretty complex landmasses, but that's something for later. For now, simple perlin should be fine.
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~sciocont
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PostSubject: Re: Interesting terrain generation procedures   Tue May 17, 2011 7:51 pm

Commander Keen wrote:
Believable terrains will need fractal erosion and snow deposition as well as pretty complex landmasses, but that's something for later. For now, simple perlin should be fine.

That's for dynamic planets, which we'll cover later.

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roadkillguy
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PostSubject: Re: Interesting terrain generation procedures   Fri May 20, 2011 11:03 am

AIs-null wrote:
Code:
i = 0;
for(x in 0 to xcount)
  for(y in 0 to ycount)
  {
    addvertex(x * cellwidth, y * cellwidth)

    if(x < (xcount - 1) and y < (ycount - 1))
    {
      addtriangle(i, i + 1, i + xcount)
      addtriangle(i, i + xcount, i + xcount + 1)
    }
  }


Something like this should suffice for a terrain generator. Amiright?


The problem is, we not only have to wrap that around into a sphere, but apply seamless perlin noise to it as well. That means we have to somehow find a way to avoid artifacts at the top. We also need to have a way to LOD the terrain.

EDIT: libnoise works great for perlin noise, that's not the issue.

My idea is to use 3D perlin noise after generating a sphere. We then plug each cartesian (not spherical) coordinate into a 3D perlin noise function. Each value is then used to move that point further or closer to the center of the sphere, creating a seamless heightmap. Unfortunately, hangovers are a no-go with this method. (which probably isn't an issue)

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Generation - A collection of organisms that exist in a given timeframe.
Preparation - When the game loads and prepares the next generation.

Be sure to check out the current Twisted Evil development progress Twisted Evil UPDATED!
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~sciocont
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PostSubject: Re: Interesting terrain generation procedures   Fri May 20, 2011 4:15 pm

roadkillguy wrote:
AIs-null wrote:
Code:
i = 0;
for(x in 0 to xcount)
  for(y in 0 to ycount)
  {
    addvertex(x * cellwidth, y * cellwidth)

    if(x < (xcount - 1) and y < (ycount - 1))
    {
      addtriangle(i, i + 1, i + xcount)
      addtriangle(i, i + xcount, i + xcount + 1)
    }
  }


Something like this should suffice for a terrain generator. Amiright?


The problem is, we not only have to wrap that around into a sphere, but apply seamless perlin noise to it as well. That means we have to somehow find a way to avoid artifacts at the top. We also need to have a way to LOD the terrain.

EDIT: libnoise works great for perlin noise, that's not the issue.

My idea is to use 3D perlin noise after generating a sphere. We then plug each cartesian (not spherical) coordinate into a 3D perlin noise function. Each value is then used to move that point further or closer to the center of the sphere, creating a seamless heightmap. Unfortunately, hangovers are a no-go with this method. (which probably isn't an issue)

Hangovers and caves can be added in with boolean operations and populated after the initial heightmap.

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Remember our goals: simplicity, science, and playability. Keep them in mind always.
[OE]|[FAQ]|[Wiki]|[My Internet Presence]
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roadkillguy
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PostSubject: Re: Interesting terrain generation procedures   Sat May 21, 2011 10:55 am

How? How will the vertices be displaced? Were talking low level opengl calls here.

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Generation - A collection of organisms that exist in a given timeframe.
Preparation - When the game loads and prepares the next generation.

Be sure to check out the current Twisted Evil development progress Twisted Evil UPDATED!
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AIs-null
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PostSubject: Re: Interesting terrain generation procedures   Sat May 21, 2011 12:23 pm

I belive we have no other option than having caves (and equal) to be independant 3d objects then?
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~sciocont
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PostSubject: Re: Interesting terrain generation procedures   Sat May 21, 2011 1:03 pm

I suppose caves would have to be independent. I'm no expert on programming in OpenGL, I just assumed you could intersect meshes and delete unnecessary parts to make the caves.

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