Terrain Prototype
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- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Terrain Prototype
Kazam! For your viewin pleasure - terrain prototype for TE.
The terrain is created using pseudo-random noise pattern (beautiful thing - 1 number defines _whole_ terrain - no matter how big it is) then drawn using 3-pass bilinear filtered gouraud shading. It's a tad slow - so I'll try to make it faster. But nonetheless - have fun watching.
The terrain is created using pseudo-random noise pattern (beautiful thing - 1 number defines _whole_ terrain - no matter how big it is) then drawn using 3-pass bilinear filtered gouraud shading. It's a tad slow - so I'll try to make it faster. But nonetheless - have fun watching.
- Attachments
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- terrain5.jpg (123.37 KiB) Viewed 7360 times
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- tpsources.rar
- (82.21 KiB) Downloaded 224 times
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- tp.rar
- (188.48 KiB) Downloaded 247 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
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- Transport Empire Developer
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Runs nice and smooth on my Gentoo box.
I did have to change some source files though... (change <gl\gl.h> into <GL/gl.h> and <SDL/blah> into <blah>)
But it compiles now, without any significant errors. Just some "enum" warnings.
I did have to change some source files though... (change <gl\gl.h> into <GL/gl.h> and <SDL/blah> into <blah>)
But it compiles now, without any significant errors. Just some "enum" warnings.
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)
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- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
steve - au contrare - there are a few parameters that make the terrain flat or allow increasing amount of water. Take a look.
- Attachments
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- terrain9.jpg (168.71 KiB) Viewed 7276 times
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- terrain8.jpg (139.7 KiB) Viewed 7277 times
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- terrain7.jpg (182.61 KiB) Viewed 7277 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
jfs - entirely possible. I'm planning on adding a low-pass filter that will make the valleys/mountaintops flatter/smoother. Also - in a postprocessing part I can add pretty much any filter - ferinstance one that will make half of the map flat and the other half hilly. Take a look below
Frankly - send me your photo and I'll make a map out of it
Hyro - rivers would require erosion algorithm. They take TONS of computer resources. While possible - I don't think users want to wait a few days to get any effects.
Frankly - send me your photo and I'll make a map out of it
Hyro - rivers would require erosion algorithm. They take TONS of computer resources. While possible - I don't think users want to wait a few days to get any effects.
- Attachments
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- terrain10.jpg (186.86 KiB) Viewed 7268 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
While it may not be entirely realistic, how about just "faking" an erosion algorithm? Like, starting by selecting what path the river will take (of course with some respect to the general shape of the terrain) and then just cut out a riverbed. As long as it looks somewhat realistic, anything will do.
I wrote a river generator for my ottd spinoff that combined random segments and turns and then adapted the land around it. it doesn't make for a fully realistic river but makes very nice fjords etc.uzurpator wrote:jfs - not to my knowledge. We'll have to settle for no rivers on random maps.
Creator of the Openttd Challenge Spinoff, Town Demand patch
After action reports: The path to riches, A dream of skyscrapers
After action reports: The path to riches, A dream of skyscrapers
I think you're misunderstanding the purpose of an erosion engine; it's not to simulate erosion in-game, but for generating mroe realistic maps by simulating the way nature shapes land over millenia.Arathorn wrote:I don't think we need erosion either... games don't take that long...
The shots look great. However, it would be even better if the terrain generator could combine the different types of terrain into a more varied landscape - i.e. a map containing flat land, hills, mountains, lakes, rivers, and shorelines in different combinations. That would give TE a massive edge over things like OpenTTD and Simutrans whose terrain generation is limited to one type of land at a time.
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FreeGameDev forums - open source game development community
- uzurpator
- Transport Empire Moderator
- Posts: 2178
- Joined: 10 Jan 2003 12:21
- Location: Katowice, Poland
Another revision - this one a bit more interactive
Space - generates a terrain
1 - hold it to increase amount of water
2 - hold it to decrease amount of water
3 - hold to make more mountains
4 - hold to make terrain flatter
g - display grid
t - display triangles in grid view
ESC exit program
Space - generates a terrain
1 - hold it to increase amount of water
2 - hold it to decrease amount of water
3 - hold to make more mountains
4 - hold to make terrain flatter
g - display grid
t - display triangles in grid view
ESC exit program
- Attachments
-
- tp source.rar
- (84.42 KiB) Downloaded 227 times
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- tp.rar
- (189.71 KiB) Downloaded 220 times
All art and vehicle stats I authored for TT and derivatives are as of now PUBLIC DOMAIN! Use as you see fit
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Just say NO to the TT fan-art sprite licensing madness. Public domain your art as well.
Looks good, althrought the keybord commands still don't want to work in Linux using Wine nor Portable.NET. Plus that the mouse pointer is forced to the center of the window.
The main reason that I havn't compiled a Linux version is that I don't know how to link it. I have a year or so of experince of SDL (without GL), but almost no with GL. So I cant tell on straight arm whick arguments to send to the compiler.
Does not list gl or GL.
By the way, I couldn't find any errors in the code that would be the reson for the non working keybord nor the problems with the mouse pointer.
About the demo/proto: Loking good, do you know the propotitions on how much resources that are used for the graphics and the algorithm?
The main reason that I havn't compiled a Linux version is that I don't know how to link it. I have a year or so of experince of SDL (without GL), but almost no with GL. So I cant tell on straight arm whick arguments to send to the compiler.
Code: Select all
pkg-config --list-all | grep gl | less
pkg-config --list-all | grep GL | less
By the way, I couldn't find any errors in the code that would be the reson for the non working keybord nor the problems with the mouse pointer.
About the demo/proto: Loking good, do you know the propotitions on how much resources that are used for the graphics and the algorithm?
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
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- Transport Empire Developer
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- Joined: 03 Feb 2003 09:30
- Location: Back at the office
Zuu, here's a patch. I made a new Makefile and changed two of the source files.
You can apply the patch by running:
With this Makefile, the demo runs like a charm on my Gentoo machine.
You can apply the patch by running:
Code: Select all
$ patch -Np1 < terrain.patch
- Attachments
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- terrain.patch
- (1.4 KiB) Downloaded 237 times
Feel free to contact me over Email! My current timezone: Europe/Amsterdam (GMT+1 or GMT+2)
[ General TE Discussion ] [ TE Development ] [ TE Coding ]
Under construction...
Code: Select all
+------------Oo.------+
| Transport Empire -> |
+---------------------+
Under construction...
Thanks, Hellfire. Now it compiles fine on my Gentoo box too.
Now the keybord works, and the mouse pointer isn't forced into the middle of the window, as it were a black whole.
Now the keybord works, and the mouse pointer isn't forced into the middle of the window, as it were a black whole.
My OpenTTD contributions (AIs, Game Scripts, patches, OpenTTD Auto Updater, and some sprites)
Junctioneer (a traffic intersection simulator)
Junctioneer (a traffic intersection simulator)
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