Procedural block world project

User projects written in or related to FreeBASIC.
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: fbcraft: Procedural world engine

Postby Gonzo » Jan 17, 2012 22:24

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
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: fbcraft: Procedural world engine

Postby Gonzo » Jan 20, 2012 20:20

no build this weekend
working on other forms of generation

as an example
http://fbcraft.fwsnet.net/varrad.png
kiyotewolf
Posts: 1009
Joined: Oct 11, 2008 7:42
Location: ABQ, NM
Contact:

Re: fbcraft: Procedural world engine

Postby kiyotewolf » Jan 20, 2012 23:58

Laputa, The Castle In The Sky..

made out of very large voxels..
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: fbcraft: Procedural world engine

Postby Gonzo » Jan 22, 2012 21:05

kiyotewolf
Posts: 1009
Joined: Oct 11, 2008 7:42
Location: ABQ, NM
Contact:

Re: fbcraft: Procedural world engine

Postby kiyotewolf » Jan 23, 2012 2:03

very neat!
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: fbcraft: Procedural world engine

Postby Gonzo » Jan 28, 2012 0:36

agamemnus
Posts: 1842
Joined: Jun 02, 2005 4:48

Re: fbcraft: Procedural world engine

Postby agamemnus » Jan 29, 2012 1:19

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!
Lachie Dazdarian
Posts: 2338
Joined: May 31, 2005 9:59
Location: Croatia
Contact:

Re: fbcraft: Procedural world engine

Postby Lachie Dazdarian » Jan 29, 2012 17:46

Wonderful new screenshots!
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: fbcraft: Procedural world engine

Postby Gonzo » Feb 03, 2012 23:56

patience is a virtue, and its never failed me

finally made progress on cosnoise
Image
maybe i should do a paper on it =)
h4tt3n
Posts: 678
Joined: Oct 22, 2005 21:12
Location: Denmark

Re: fbcraft: Procedural world engine

Postby h4tt3n » Feb 06, 2012 15:51

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.
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: fbcraft: Procedural world engine

Postby Gonzo » Feb 07, 2012 1:49

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
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: fbcraft: Procedural world engine

Postby Gonzo » Feb 10, 2012 20:34

..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
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: fbcraft: Procedural world engine

Postby Gonzo » Feb 12, 2012 0:31

Image
Last edited by Gonzo on Feb 21, 2012 20:41, edited 1 time in total.
Gonzo
Posts: 722
Joined: Dec 11, 2005 22:46

Re: {demo} fbcraft

Postby Gonzo » Feb 14, 2012 16:28

added xbox controller support

and, ladies playing drew a womanly model:
http://i.imgur.com/djgtU.jpg
dafhi
Posts: 1241
Joined: Jun 04, 2005 9:51

Re: "Above" (procedural block world project thing)

Postby dafhi » Feb 24, 2012 15:10

Gonzo your cosnoise is unlike anything I have experienced.

Return to “Projects”

Who is online

Users browsing this forum: No registered users and 16 guests