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| Update 12/8/12 | |
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| Tweet Topic Started: Dec 8 2012, 12:36 PM (215 Views) | |
| Lucas | Dec 8 2012, 12:36 PM Post #1 |
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Chief Programmer
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Morning everyone ![]() This week has been another progressive one. A lot with the world generator was done, include improving the noise algorithms, creating smooth (er) transitions between biome types, generating simple textures for biome debugging, multiple bug fixes throughout the generator, and improving the generation of vegetation. Now, vegetation is produced chunk-wise instead of the entire world at once. It still uses a single VBO per vegetation type for rendering, and each buffer is able to handle 4 million verts each (very good!). I also fixed several bugs throughout the game/generator. Over this next week, I am not sure how much I will be able to accomplish because of finals, but hopefully I will be able to get some done ![]() Pictures: A test of the smooth transitions and new noise generation algorithms, aswell as a simple test of the vegetation algorithm to place vegetation at the same height as the terrain. A test of the vegetation infinity system (before random densities were incorporated). Nicknamed Stonemoor. A test of the random densities. |
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View the progress of the game here! RockSplitStudios.com My Blog | |
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| gorkiork | Dec 8 2012, 12:38 PM Post #2 |
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Looking very good! And good luck with your finals! |
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| Lucas | Dec 8 2012, 12:39 PM Post #3 |
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Chief Programmer
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Thanks man
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View the progress of the game here! RockSplitStudios.com My Blog | |
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| Rozn | Dec 8 2012, 12:43 PM Post #4 |
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Those are seeds? Ya Gl on your finals! |
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| Lucas | Dec 9 2012, 04:18 PM Post #5 |
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Chief Programmer
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Lol, no, they are supposed to be rocks.
Thanks ![]() |
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View the progress of the game here! RockSplitStudios.com My Blog | |
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