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    #91
    Ah, I see...

    I guess the concern with that for me would be that it would become a bottle neck for the planet updating. Isn't BP a lot slower than C++?

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      #92
      Originally posted by ioFlow Studios View Post
      Ah, I see...

      I guess the concern with that for me would be that it would become a bottle neck for the planet updating. Isn't BP a lot slower than C++?
      The way I had it setup, the noise modules are C++ UObjects. The terrain generation code (C++) takes a noise module reference as a parameter.

      In the Blueprint you construct the noise modules, set parameters, combine them etc, and then pass the final module reference to the generator, and off it goes. You're just using BP as the handy node-based configuration editor, all the code execution is C++.

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        #93
        I may be late and you have all probably forgotten about it by now, but 1e+3km = 1*10^3 = 1000 km.

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          #94
          Fixed the normals

          Time for another youtube I think...



          Got the non edge verts normals done, just coding the edge ones now (they're a bit trickier).

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            #95
            This looks really interesting. How big are your plantes? (radius in km) ? How big could you technically make them?

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              #96
              Well going off SheepHD's info above the planet in the video above is 1000km in diameter:

              Click image for larger version

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              So that's not very big compared to the earth or even the moon:

              Click image for larger version

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              In the previous version I had it up to about 4000km in diameter (about 1/3 of the earth) which I should still be able to do.

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                #97
                Oooh, I see I got you back on track with this...
                Goood...
                Goooood....

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                  #98
                  Originally posted by ioFlow Studios View Post
                  Got the non edge verts normals done, just coding the edge ones now (they're a bit trickier).
                  I just generate heightmaps one unit larger than the chunk and calculate the normal from that, sorts out the seams

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                    #99
                    Well going off SheepHD's info above the planet in the video above is 1000km in diameter:
                    Thats quite a number tho, if I look at curent game worlds that are not even that number in area, this is already huge enough for someone to spend days or even weeks just walking from one pole to the other. I like that.
                    But how would you make a planet like this then be populated with stuff.. trees,plants,rocks,roads,towns and cities, vegetation and weather zones, mountains, caves, oceans, lakes, rivers... Would there be a way to somewhat procedurally generate those things? Like in minecraft. Are you planning on going down that route, or what is the aim of this project in the end?

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                      I do have a bunch of mad scientist ideas for populating the planet surface with all sorts of interesting details, from the macro to the micro...

                      You have to too, otherwise it's not really a procedural planet, it's really just a procedural moon :/

                      Re my end goal, I do have some ideas for a game that I'd like to try and do but for now I guess I'm just seeing how far I can get with Eden.

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                        Yay, finally got the normals fixed up (again) it was really hard (again).

                        Also added the space ship back in, having a big placeholder helps get a better sense of the scale.



                        Still lots to do of course, but it's always nice to do a new youtube after a really hard bit

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                          wow this project is amazing. You did a very great job. Congrats!

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                            Wow it's realy amazing !

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                              Hey everyone,

                              Ok, need some help with basic pawn stuff (albeit in C++).

                              I've got this so far:
                              Click image for larger version

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                              You can see in the components list in the details panel it's just a pawn with a camera boom and camera.

                              If I have "Use Pawn Control Rotation" checked, I can't make the camera orbit around character third person style.
                              If I have "Use Pawn Control Rotation" UNchecked, then lean my whole character over to the side (like they were, you know, walking around a sphere with point gravity) the camera rolls wildly on the local Y axis...



                              Any tips/suggestions/haveYouWatchedThisTuteLinks?

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                                Btw, have a ppt I made for a presentation at a local user group, only just realised I hadn't shared it.

                                http://www.showmethatagain.com/prese...ns/edenPPT.zip [140MB]

                                Sorry about the size, but it's got a bunch of videos in it.

                                It's mainly just talking about the things that led me to making Eden and a (very) general overview of the way I'm building it.

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