Moonkey
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« on: April 01, 2013, 04:01:34 PM » |
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« Last Edit: April 01, 2013, 04:04:40 PM by Moonkey »
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Mythruna: Don't you dare read any posts I made before 2014.
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Michael
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Posts: 2166
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« Reply #1 on: April 01, 2013, 04:26:54 PM » |
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Hehe, that is pretty cool i would expect the last picture to be REALLY hard to smooth out.
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pspeed
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« Reply #2 on: April 01, 2013, 04:55:37 PM » |
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Looks cool. I know a lot of work went into that.
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Michael
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Posts: 2166
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« Reply #3 on: April 01, 2013, 05:48:12 PM » |
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Looks cool. I know a lot of work went into that. and how..
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Moonkey
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« Reply #4 on: April 01, 2013, 06:35:08 PM » |
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Looks cool. I know a lot of work went into that. Yea, it was hard getting the slopes to blend together since I didn't have more slopes then what was provided. Took actually about an hour or two to make. It was also hard trying to get the lamps to hold the magic lights without levitating off the slopes so I had to move them when I snapped them into place. Some still levitate, hehe. Edit: Caves look like they have one main strip, and then have branches. And the eventual giant sphere chasm. Hah.
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« Last Edit: April 01, 2013, 06:36:49 PM by Moonkey »
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Mythruna: Don't you dare read any posts I made before 2014.
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pspeed
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« Reply #5 on: April 01, 2013, 08:21:45 PM » |
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Looks cool. I know a lot of work went into that. Yea, it was hard getting the slopes to blend together since I didn't have more slopes then what was provided. Took actually about an hour or two to make. It was also hard trying to get the lamps to hold the magic lights without levitating off the slopes so I had to move them when I snapped them into place. Some still levitate, hehe. Edit: Caves look like they have one main strip, and then have branches. And the eventual giant sphere chasm. Hah. It's random. It starts off at a point/cavern, then branches a random number of times in random directions, then those branch, etc. down to some random depth. A lot of times they fold back onto themselves and there are some randomized parameters at each level to decide how big the branching caves will be (range of sizes) how many branches there will be, etc.. That's why sometimes you get long meandering caves because the randomization at that level decided to favor single and double branches. Also, gorges try first to generate at a random cave node if they can and it meets the other criteria they expect.
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theamericono
Jr. Member
Posts: 85
AMERICA
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« Reply #6 on: July 20, 2013, 09:15:32 AM » |
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sorry i dont like it to many different angles and surfaces to many distractions. i like the stalagmites thought
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X3n0ph083
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Posts: 17
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« Reply #7 on: July 23, 2013, 10:05:35 AM » |
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I think it's awesome!
Paul, I understand it probably isn't possible due to the number of vertices involved, but if caves could generate like this (minus torches)... wow.
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pspeed
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« Reply #8 on: July 23, 2013, 12:41:42 PM » |
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I think it's awesome!
Paul, I understand it probably isn't possible due to the number of vertices involved, but if caves could generate like this (minus torches)... wow.
It may happen... but there are other reasons not to do it also. The caves carved by visserack worms might be more like this... though that's tricky because they fill them in as they go, too. Edit: noting the "correct" spelling so that my searches will work properly: visserakk I haven't really decided which spelling I will use but it helps in my searches if I'm at least consistent. "visserakk" is how my son originally spelled it when he pitched me the idea that became this creature.
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« Last Edit: July 23, 2013, 12:44:24 PM by pspeed »
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Michael
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« Reply #9 on: July 23, 2013, 01:47:40 PM » |
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maybe when the worm goes by around stone it will leave it as dirt.. and to tell a worm has been there have patches of air blocks to make it seem like loose dirt?
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pspeed
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« Reply #10 on: July 23, 2013, 02:03:01 PM » |
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maybe when the worm goes by around stone it will leave it as dirt.. and to tell a worm has been there have patches of air blocks to make it seem like loose dirt?
Yeah, sand actually... but I thought of that. It works ok for slopes on the top but not as much for the ones on the bottom unless I end up modeling sand like a fluid.
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X3n0ph083
Newbie
Posts: 17
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« Reply #11 on: July 23, 2013, 11:41:21 PM » |
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Like a fluid? That sounds intriguing.
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pspeed
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« Reply #12 on: July 24, 2013, 12:27:31 AM » |
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Like a fluid? That sounds intriguing.
I will be (attempting) to model water as a simple fluid. Depending on how that implementation ends up actually working then it might be possible to adapt it to sand also. It is not very likely as there are some short cuts I can take with water to make it feasible that will not work with things like sand.
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Moonkey
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« Reply #13 on: July 24, 2013, 05:51:33 AM » |
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This makes me inspired and want to start up Mythruna and take pictures. Maybe a video if I build something!
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Mythruna: Don't you dare read any posts I made before 2014.
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X3n0ph083
Newbie
Posts: 17
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« Reply #14 on: July 24, 2013, 11:43:06 AM » |
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Could I ask for an explanation as to why?
I'm curious because I did software development in college (but never took it any further) and have always toyed with the idea of making a game, and wondered about the sorts of obstacles that would be faced.
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