User Tag List

Page 4 of 4 FirstFirst ... 234
Results 121 to 160 of 160

Thread: The Eden Project

  1. #121
    0
    Quote Originally Posted by ioFlow Studios View Post
    At its base it would still be a sphere, but part of what I'd like to do is be able to place height maps manually to override the noise based heightmaps.

    So in your case you could place a simple radial gradient height map at the northpole and just make it _really_ big.
    Looking back on that - aren't you using some sort of quadsphere though? Would you map a cylindrical projection height-map without too much trouble?

  2. #122
    0
    You could, but cylindrical mapping on a sphere always creates pinching at the poles...

  3. #123
    0
    Little proof of life video... still battling with character movement:



    Don't mind too much though, getting this stuff right will let people do all sorts of characters and vehicles on eden.

  4. #124

  5. #125
    0
    Luminary
    Join Date
    Jun 2014
    Posts
    1,967

    Good progress Simon!

    Ever wonder what you could achieve if you had 4 years, 400 staff, and 100 million funding... ???

  6. #126
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,652
    Quote Originally Posted by ioFlow Studios View Post
    PROGRESS!

    Hey I cannot wait to buy this! That said Money SOON!

  7. #127
    0
    Heh heh, I know I know... this current stuff (custom pawns / gravity) is a bit harder for me than the proc mesh stuff so it's going a bit slower sorry

    On the up side, my brother has just chickened out of the satch gig in december, so there's not much point piling lots of hours practice into that anymore

    More time for Eden I guess... (sigh)

  8. #128
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,652
    Quote Originally Posted by ioFlow Studios View Post
    Heh heh, I know I know... this current stuff (custom pawns / gravity) is a bit harder for me than the proc mesh stuff so it's going a bit slower sorry

    On the up side, my brother has just chickened out of the satch gig in december, so there's not much point piling lots of hours practice into that anymore

    More time for Eden I guess... (sigh)
    Take your time. I would rather to see something done right than done in a rushed manner

  9. #129
    0
    Infiltrator
    Join Date
    Aug 2015
    Posts
    15
    Very nice project, many applications. Can't wait to see that one finished.

  10. #130
    0
    Supporter
    Join Date
    Dec 2016
    Posts
    1
    This is awesome work. Well done.
    How are you finding movement across the dice boundaries ?
    Are there any navigation issues ?
    I am considering something like this for an MMO I had planned out.

    Instead of using quads..and as you're using your own mapping anyway.
    Why didnt you go triangulation and icosahedral instead of quads on a dice ?
    I know its a whole order of magnitude more complex, but would it not help with distortion issues....or are they arbitrary with the way you have rigged it ?

    Pure Class.
    /thumbsup

  11. #131
    0
    Hi Mick,

    No dramas moving between the different panels in the cube, as the players position is based on latitude and longitude.

    I did try icosahedral stuff at the start but didn't have much luck getting my head around understanding or implementing it.

  12. #132
    0
    I posted on something else asking if it was like this.

    Would you be able to have a satellite obit, or a moon, other planets with their own orbit, based on an angle so they are only in the 'world' when they orbit in the right position (so they save memory and outrageous world limits)???

  13. #133
    0
    Hey there nolea94,

    Sure, although with the lod system in Eden, at that distance they would only be a couple of hundred polys and use hardly any memory.

  14. #134
    0
    What a nice Project! This will be an incredible tool, congrats and thanks for sharing!

  15. #135
    0
    Yeesh, two and a half months since I posted last...

    I'll just leave these here then eh?

    Name:  170217_225400_galaxy03.jpg
Views: 688
Size:  264.2 KBName:  170217_225400_galaxy01.jpg
Views: 687
Size:  78.9 KBName:  170217_225400_galaxy02.jpg
Views: 688
Size:  145.2 KB

  16. #136
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,652
    This looks really cool

  17. #137
    0
    I've been looking for months online for a tutorial on planet sized landscape like yours without much success. I was leaning towards a voxel implementation but would gladly buy your implementation in a heartbeat! Any chance of a market link?

  18. #138
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,652
    Quote Originally Posted by astearon View Post
    I've been looking for months online for a tutorial on planet sized landscape like yours without much success. I was leaning towards a voxel implementation but would gladly buy your implementation in a heartbeat! Any chance of a market link?
    It is not out yet

  19. #139
    0
    Yah, HeadClot is correct, I still have quite a way to go before it will be usable sorry :\

    Having said that, the galaxy stuff (above) is coming along nicely.

    I'm currently working on the code that gives each star a random number of planets with a range of different properties (it's not actually as hard as it sounds).

    Once that's sorted I can go back to sorting out some low level problems I've been having with the actual planet mesh.

    (Specifically where and how to place it in the level, because this impacts the LOD system heavily).

  20. #140
    0
    Out of curiosity. Did you bypassed float point coordinates limitation, or you just scale everything down fit into the 20km across limit ?
    https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

  21. #141
    0
    No and sort of

    To be more specific, I'm using world rebasing to keep the player and stuff close to them near the origin (to minimize float jitter in their transforms).

    At a certain arbitrary (and distant) point, I'll start logarithmically scaling stuff down to fake distance without actually being that far away.

    Interestingly, the engine already supports quite large distances (much larger than 20km) to the degree where I suspect they already have some sort of logarithmic scaling built in.

    Which is cool because I only wanted to be doing the scaling thing with really large objects (i.e. planets) anyway.

    For the planet meshes, I'm offsetting the mesh vertices so that pivot point is at the surface point nearest to the player (again to minimize float jitter).

    That last bit is definitely the fiddliest bit which has held me up for most of this year, but it needs doing because I was getting a small but persistent jitter walking along the planet surface.
    Last edited by ioFlow Studios; 03-05-2017 at 07:21 AM.

  22. #142
    0
    Ah thanks for explanation. I thought you used something different than Origin rebasing (doesn't work over network).
    Last time I spend weekend trying to convert at least parts of engine to use doubles, but that's herculean task, if don't know engine inside-out.
    https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

  23. #143
    0
    Yah, I gave up on multiplayer a while back (collision authority was the killer for me).

    You're a braver soul than me too if you're going to try and double up the engine

  24. #144
    0
    Quote Originally Posted by ioFlow Studios View Post
    Yah, I gave up on multiplayer a while back (collision authority was the killer for me).

    You're a braver soul than me too if you're going to try and double up the engine
    Heh thanks. I will probabaly be back to converting engine to doubles, but this time with more conservative approach. Instead of trying to straight up convert everything to doubles I try to focus only on single part (Vectors), and make them compatibile with floats inside rest of engine.

    As for collision I early figured out that PhysX is not up to task for solar system scale collision and ther would be needed custom physisc engine for collisions (tracing etc), and PhysX could be used only for local simulation of non critical parts of game (means, only visual parts).
    https://github.com/iniside/ActionRPGGame - Action RPG Starter kit. Work in Progress. You can use it in whatever way you wish.

  25. #145
    0
    AIGHT

    Nearly got random star system properties going, just needed to invent a way of being able select individual star systems in the editor so you can preview their random properties:

    Name:  170406_231400_starSnap.jpg
Views: 439
Size:  111.8 KB

    The whole galaxy is a single proc mesh (HISM just bombed my computer everytime I tried it) hence the need for sneaky trickery as far as being able to "select" individual stars...

    Basically you drag the big sphere around the stars and the little sphere snaps to the one nearest to the middle.

  26. #146
    0
    New video day! (make sure you watch it in HD so you can see the names on the right).



    Yay, I've finally got to the point where I can start to procedurally generate random content

    This video is demonstrating the random name generation that I'm using to auto name all the stars in the virtual galaxy (there are 18,000 of them).

    It sort of works like this:

    - Analyze a list of real place names (in this case 100 capital cities around the world)
    - Document the arrangement of consonants (C) and vowels (V) in each one and store it as a "CVC_pattern" in an arrary
    - Store each chunk of consonants (CVC_cChunk) and vowels (CVC_vChunk) in each word in lookup tables
    - Choose a pseudo random CVC_pattern (i.e. London == CVCVC) based on the position of the star
    - Replace each consonant and vowel chunk in the CVC_pattern with a random chunk from the corresponding consonant or vowel lookup table

    Next up: Randomly assigning star types and planetary groupings to each star system...
    Last edited by ioFlow Studios; 04-13-2017 at 07:04 PM.

  27. #147
    0
    Name:  170421_003700_moreNebulaAttempt.jpg
Views: 336
Size:  105.6 KB

    Slooooooowly (so slowly) figuring out how to do nebula like looking sort of stuff...

  28. #148
    0
    Luminary
    Join Date
    Mar 2014
    Posts
    1,652
    This looks pretty awesome so far.

  29. #149
    0
    That's absolutely beast. Procedural generation has always been something I'm a huge fan of, but I've never really been able to wrap my head around it. Like I can make a very basic virtually infinite terrain using a procedural mesh - but doing a deterministic approach which yields the same results all the time according to some seed is what I've never been able to figure out.

    Hope you keep working on this, looks awesome!
    Why do all programmers wear glasses? Because they can't C#

  30. #150
    0
    Yay! FINALLY figured out a way to fake proper translucency for the stars through nebulas.

    Name:  170503_013300_translucencyWorking.png
Views: 241
Size:  842.8 KB

    Will try and make video tomorrow at work at lunch to explain.

  31. #151
    0
    Infiltrator
    Join Date
    Jun 2015
    Posts
    19
    Just wondering if you've ever heard of a program called "Galaxia" by Dexyfex?
    He uses voxels to render the bodies, but he provides some theory about tessellation and nebula rendering on his webpage.

    https://youtu.be/gZQaNP7uZak?t=152

    PS. Every galaxy in this demo(which is less than one megabyte in size) has thousands of star systems, and each one has planets and moons. There are even asteroids and blackholes.
    Last edited by dreyn74; 05-05-2017 at 01:33 AM.

  32. #152
    0
    Hey there Dreyn74,

    No I haven't seen that one, how awesome is that?

    If I can get all my stuff going that nicely (but also with foliage and oceans) I'll pretty much be "mission successful".

    Thanks for the new motivational fuel

  33. #153
    0
    You guys are wizards.
    Why do all programmers wear glasses? Because they can't C#

  34. #154
    0
    Just testing 3d noise textures in a volume mat on a beam particle in the new volume fog...

    Name:  170506_113300_noiseFog.jpg
Views: 178
Size:  137.1 KB

    Pretty happy with the results

    And yah, it works volumetrically.

    The sheets in the particle beam basically sample a 2d slice from a 3d noise texture, so as you move around the particle beam and the sheets rotate to be camera aligned, they redraw using an updated 2d slice from the 3d noise at their new angle.

  35. #155
    0
    That was billowed noise, this is normal noise:

    Name:  170506_120500_noiseFog.jpg
Views: 179
Size:  92.6 KB

    Just have to implement this functionality here now and I can lay these out along the galactic arm splines:

    https://answers.unrealengine.com/questions/136507/getting-a-beam-particle-to-follow-a-spline.html

    (big thank you to Eric for figuring this out)

  36. #156
    1
    Luminary
    Join Date
    Jun 2014
    Posts
    1,967
    Quote Originally Posted by dreyn74 View Post
    PS. Every galaxy in this demo(which is less than one megabyte in size) has thousands of star systems, and each one has planets and moons. There are even asteroids and blackholes.
    Nice! But as @ioFlow Studios likes to remind us, the hard work begins populating all these worlds with 'stuff'.

    NMS / StarCitizen / Galaxia, often show a shallow atmosphere between space / terrain, but is that accurate???

    (Zero time to descend + shallow-atmosphere / height vs highest-mountain-peaks vs terrain-at-sea-level etc)

  37. #157
    0
    I think that's because they understand that gamers are too impatient to fly for the amount of time it would actually take to navigate through a life size(ish) atmosphere

    Remember the X games? Flying, flying, flying and more flying omg I'm still not there yet. One of the real challenges of gameplay design in a space game...

    Also, my space fog material is coming along nicely:

    Name:  170508_151500_fogNebula.jpg
Views: 141
Size:  187.8 KB

    And I've thought of a bunch more ways to trick it up too...

  38. #158
    0
    Was gonna try and do some fancy vertex painting stuff, but starting to think just manually mixing splines of different colors together might look perfectly fine...

    Name:  170508_233200_fogNebula.jpg
Views: 1202
Size:  94.8 KB

    Will add a curve though so you can control the tapering along the length of the spline.

  39. #159
    0
    And a youtube of me playing with colors and splines in it:


  40. #160
    0
    Luminary
    Join Date
    Jun 2014
    Posts
    1,967
    Quote Originally Posted by ioFlow Studios View Post
    I think that's because they understand that gamers are too impatient to fly for the amount of time it would actually take to navigate through a life size(ish) atmosphere Remember the X games? Flying, flying, flying and more flying omg I'm still not there yet. One of the real challenges of gameplay design in a space game...
    Sure that makes sense, but it also kind of takes some of the realism away.
    Like in a 'controlled drop scene' / dive in movies such as Alien / Aliens etc.
    Equally for the ascent back up, better if its a full-on white knuckle ride.

Page 4 of 4 FirstFirst ... 234

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •