Procedural block world project
Re: fbcraft: Procedural world engine
a new version will be posted.. maybe next weekend
working on a new kind of noise, that i just made up
this is 1 layer (1 function call) to my noise function:
http://fbcraft.fwsnet.net/cosnoise.png
working on a new kind of noise, that i just made up
this is 1 layer (1 function call) to my noise function:
http://fbcraft.fwsnet.net/cosnoise.png
Re: fbcraft: Procedural world engine
no build this weekend
working on other forms of generation
as an example
http://fbcraft.fwsnet.net/varrad.png
working on other forms of generation
as an example
http://fbcraft.fwsnet.net/varrad.png
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Re: fbcraft: Procedural world engine
Laputa, The Castle In The Sky..
made out of very large voxels..
made out of very large voxels..
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Re: fbcraft: Procedural world engine
very neat!
Re: fbcraft: Procedural world engine
a bleak world without trees
http://fbcraft.klk-computers.com/better.png
http://fbcraft.klk-computers.com/better.png
Re: fbcraft: Procedural world engine
Awesome screens, but the gui is off-balance as usual. I don't like the strangely angled and very big compass... make it a gyroscope!
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Re: fbcraft: Procedural world engine
Wonderful new screenshots!
Re: fbcraft: Procedural world engine
patience is a virtue, and its never failed me
finally made progress on cosnoise
maybe i should do a paper on it =)
finally made progress on cosnoise
maybe i should do a paper on it =)
Re: fbcraft: Procedural world engine
Gonzo, I never got around to it, but I just want to say that your project rocks hard. There's so much atmosphere in those screenshots.
Re: fbcraft: Procedural world engine
i will probably post a new build this weekend =)
its been a really hard two weeks for me, rewriting some core parts several times day out and day in, just so i can see the whole picture
i have found a solution that somehow brought mouselag, but much better fps...
an explanation is in order...
the game is now fully 3d, as in, i can no longer optimize away visibility underground, nor are there lots of dense material under ground.. no longer is there a huge flat plane of water thats basically an optimized mesh that also covers at least 50% of the underwater seabed
due to these nightmare conditions the floating islands have approx. 7M vertices that i must draw while considering:
the amount of time it takes to ...
1. assemble them (less surface optimizations and less sorting = faster)
2. upload them to gpu (less objects = less sorting)
3. decide wether or not they are in frustum (less objects = less cputime)
4. hide invisible things (less objects over time = less cpu % and exponentially less gpu %)
5. render geometry (less vertices = less gpu core %)
in the end, i made it render complex islands at decent speed almost without the mouselag
(which i dont know why exists... maybe theres gpu queue trashing and waiting...)
as to if the engine now works well on computers worse off than mine? probably not...
this machine is intended as the lower bar... its a i7-720QM (quad core) laptop with a geforce GTS 360M (mobile) GPU
the harddrive performance is not good, nor bad, but it doesnt affect the gameplay
also, obligatory image
http://fbcraft.fwsnet.net/inthedark1.png
http://fbcraft.fwsnet.net/inthedark2.png
its been a really hard two weeks for me, rewriting some core parts several times day out and day in, just so i can see the whole picture
i have found a solution that somehow brought mouselag, but much better fps...
an explanation is in order...
the game is now fully 3d, as in, i can no longer optimize away visibility underground, nor are there lots of dense material under ground.. no longer is there a huge flat plane of water thats basically an optimized mesh that also covers at least 50% of the underwater seabed
due to these nightmare conditions the floating islands have approx. 7M vertices that i must draw while considering:
the amount of time it takes to ...
1. assemble them (less surface optimizations and less sorting = faster)
2. upload them to gpu (less objects = less sorting)
3. decide wether or not they are in frustum (less objects = less cputime)
4. hide invisible things (less objects over time = less cpu % and exponentially less gpu %)
5. render geometry (less vertices = less gpu core %)
in the end, i made it render complex islands at decent speed almost without the mouselag
(which i dont know why exists... maybe theres gpu queue trashing and waiting...)
as to if the engine now works well on computers worse off than mine? probably not...
this machine is intended as the lower bar... its a i7-720QM (quad core) laptop with a geforce GTS 360M (mobile) GPU
the harddrive performance is not good, nor bad, but it doesnt affect the gameplay
also, obligatory image
http://fbcraft.fwsnet.net/inthedark1.png
http://fbcraft.fwsnet.net/inthedark2.png
Re: fbcraft: Procedural world engine
..must..make jungle
http://fbcraft.fwsnet.net/jungle2.png
http://fbcraft.fwsnet.net/jungle3.png
http://fbcraft.fwsnet.net/jungle4.png
http://fbcraft.fwsnet.net/jungle5.png
hard to optimize a zillion trees' vertices
also, if you ever make a game, pranking your testers is part of the job!
http://fbcraft.fwsnet.net/prison.png
http://fbcraft.fwsnet.net/jungle2.png
http://fbcraft.fwsnet.net/jungle3.png
http://fbcraft.fwsnet.net/jungle4.png
http://fbcraft.fwsnet.net/jungle5.png
hard to optimize a zillion trees' vertices
also, if you ever make a game, pranking your testers is part of the job!
http://fbcraft.fwsnet.net/prison.png
Re: fbcraft: Procedural world engine
Last edited by Gonzo on Feb 21, 2012 20:41, edited 1 time in total.
Re: {demo} fbcraft
added xbox controller support
and, ladies playing drew a womanly model:
http://i.imgur.com/djgtU.jpg
and, ladies playing drew a womanly model:
http://i.imgur.com/djgtU.jpg
Re: "Above" (procedural block world project thing)
Gonzo your cosnoise is unlike anything I have experienced.