TerraGenesis Perlin
Moderator: OpenTTD Developers
I noticed now that TGP project become a new branch from trunk. Is the merging phase into trunk coming soon?
Sidewinder
Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
Italian Town names patch for OTTD (R5266) now in trunk since 0.4.8
For typo, errors or bug on OTTD italian translation, please PM me.
unofficial italian TTD/OpenTTD forum: http://wolf01.game-host.org/forum/index.php
Not really; it just made sense since I was starting to do main TGP development in the MiniIN branch - which is not really the place for it.sidew wrote:I noticed now that TGP project become a new branch from trunk. Is the merging phase into trunk coming soon?
I will backport the TGP changes from MiniIN into the TGP branch, and then develop it in there.
In my view, TGP is getting pretty close to releaseable in trunk. The code hasnt had full dev review; but several have added contributions. The main thing now is to speed up the routine by eliminating the pow() function.
I may use a nice bit of code from KUDr that does a 2048x2048 map in 4.5 secs

OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
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- orudge
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Indeed - in general, these days in Britain, things are spelt with an 's' rather than a 'z'. I notice 'randomise' was committed to SVN the other day anyway, so that's alright.Brianetta wrote:In British English, randomize is historically correct, but either are fine in the UK today - according to the OED. Still, the spirit of Webster should live on - the American language is different from the British language not by accident, but design. Something symbolic to do with the independance of the colony, so I believe. So, let's be nice and spell it with an s. (:

If you are raising one int to the power of another (small) int then writing you own pow function with a loop might be faster. At least it was in my tests a year ago.richk67 wrote:The main thing now is to speed up the routine by eliminating the pow() function.
Melt with the Shadows,
Embrace your destiny...
Embrace your destiny...
Unfortunately it is floating points to an integer power.Thief^ wrote:If you are raising one int to the power of another (small) int then writing you own pow function with a loop might be faster. At least it was in my tests a year ago.richk67 wrote:The main thing now is to speed up the routine by eliminating the pow() function.
My 2048x2048 map was generating in 24 secs before replacing the pow() function, and after replacing it with a lookup table (since the values were constant), it only took 7-8 secs.
KUDr has a high speed routine that reduces it to ~4.5secs, and I think Shaman has an even faster one. However, it becomes academic on 2048x2048; since it takes upwards of 1 minute to place the towns and industries on the map, the fact that my routine is 3 secs slower than the others on generation is not important IMO.
The latest version is available in its own branch; svn://svn.openttd.org/branch/TGP.
OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
For those who are not able to compile it or want to save time:
http://www.bstramke.de/ottd/OTTD-5227-Perlin.zip
You could also visit http://www.bstramke.de/ottd but this page still looks crappy. Its also only a list of the patches Provided (which currently only is the before mentioned patch)
http://www.bstramke.de/ottd/OTTD-5227-Perlin.zip
You could also visit http://www.bstramke.de/ottd but this page still looks crappy. Its also only a list of the patches Provided (which currently only is the before mentioned patch)
For Linux,Rinnsal wrote:Ok, there is a little problem with that version: you wont be able to play it in multiplayer (it says different version). Anyone knowing how to solve this?
Code: Select all
RELEASE=<version> make
Code: Select all
make RELEASE:=<version>
PGP fingerprint: E66A 9D58 AA10 E967 41A6 474E E41D 10AE 082C F3ED
Don't do that. That'll (if my rather hazy memory of the network code is accurate) break joining by people with "norev000" versions.
... Though maybe that's a feature.
... Though maybe that's a feature.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
For MSVC builds, #define WITH_REV_HACK. For make/gcc builds set RELEASE.
To get a good answer, ask a Smart Question. Similarly, if you want a bug fixed, write a Useful Bug Report. No TTDPatch crashlog? Then follow directions.
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Projects: NFORenum (download) | PlaneSet (Website) | grfcodec (download) | grfdebug.log parser
Radically new version now available in the TGP branch, and in the MiniIN branch (compile due Mon 10am CEST).
KUDr has spent some time developing optimisations to the routine to speed things up a bit
A 2048x2048 terrain is built in under 5 secs; of course, populating it with towns and industries is appallingly slow still, but we'll get round to that!
I was initially reluctant to abandon my own routines, given the amount of time invested; but his maths was way better, and the crunch came when I did some comparisons. I couldnt find ANY aspect of my terrains that *I* felt were better... many many thanks to KUDr for willingly working with my views/opinions as the code developed. I think the new terrains look fantastic.
Hope you all agree; three cheers for KUDr!!
KUDr has spent some time developing optimisations to the routine to speed things up a bit

I was initially reluctant to abandon my own routines, given the amount of time invested; but his maths was way better, and the crunch came when I did some comparisons. I couldnt find ANY aspect of my terrains that *I* felt were better... many many thanks to KUDr for willingly working with my views/opinions as the code developed. I think the new terrains look fantastic.

Hope you all agree; three cheers for KUDr!!

OTTD NewGRF_ports. Add an airport design via newgrf.Superceded by Yexo's NewGrf Airports 2
Want to organise your trains? Try Routemarkers.
--- ==== --- === --- === ---
Firework Photography
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Firework Photography
- StopRightThere
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Yes! But don't forget about yourself!richk67 wrote:Hope you all agree; three cheers for KUDr!!

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Formerly known as AdditionalData

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Is it possible to download a seperate version of TGP? I don't really like that I have to use all the other patches too when using the MiniIN branch (no offence).
Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)

OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone

OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone







Bare minimum (aka no smoothing, no funky edges etc, no industry placement) will get you a near-zero creation time, the thing that slows it down is what comes after it..richk67 wrote:Unfortunately it is floating points to an integer power.Thief^ wrote:If you are raising one int to the power of another (small) int then writing you own pow function with a loop might be faster. At least it was in my tests a year ago.richk67 wrote:The main thing now is to speed up the routine by eliminating the pow() function.
My 2048x2048 map was generating in 24 secs before replacing the pow() function, and after replacing it with a lookup table (since the values were constant), it only took 7-8 secs.
KUDr has a high speed routine that reduces it to ~4.5secs, and I think Shaman has an even faster one. However, it becomes academic on 2048x2048; since it takes upwards of 1 minute to place the towns and industries on the map, the fact that my routine is 3 secs slower than the others on generation is not important IMO.
The latest version is available in its own branch; svn://svn.openttd.org/branch/TGP.
for instance, the 'real' smoothing thing calls the noise generator 4 times compared to the 1 time it does now, that means it'll take 4 times longer to make a map.
Try running time tests, and see at which point it takes too long to generate (I can try converting tgp to full C# to test it myself, but by the time i got that ou guys will have done it a million times allready), and then see what part needs to be fixed.
@Xery: TGP is under /branch/tgp/ .. dunno if it has any miniIN things on it, doubt it (since it'll be a miniIN copy then

Thank youXaroth wrote:@Xery: TGP is under /branch/tgp/ .. dunno if it has any miniIN things on it, doubt it (since it'll be a miniIN copy then)

Don't panic - My YouTube channel - Follow me on twitter (@XeryusTC) - Play Tribes: Ascend - Tired of Dropbox? Try SpiderOak (use this link and we both get 1GB extra space)

OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone

OpenTTD: manual #openttdcoop: blog | wiki | public server | NewGRF pack | DevZone







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