Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Author
Message
Libervurto
20
Years of Service
User Offline
Joined: 30th Jun 2006
Location: On Toast
Posted: 29th Feb 2012 02:18
This program procedurally generates islands.
It is very crude and very random at the moment, but they look kinda cool (a bit more like moss than islands).


Join DNG today! We are a game development team open to all. Visit our Headquarters to learn more.
Burning Feet Man
18
Years of Service
User Offline
Joined: 4th Jan 2008
Location: Sydney, Australia
Posted: 29th Feb 2012 05:49
Hey mate, this is very cool! Looks like bacterial growth!

Help build an online DarkBASIC Professional help archive.
DarkBasic Help Wikia
zeroSlave
17
Years of Service
User Offline
Joined: 13th Jun 2009
Location: Springfield
Posted: 29th Feb 2012 06:01
With a little tweaking, you could have a cool procedural heightmap generator. It's pretty neat.

Libervurto
20
Years of Service
User Offline
Joined: 30th Jun 2006
Location: On Toast
Posted: 29th Feb 2012 07:51 Edited at: 29th Feb 2012 07:55
Thanks,
It does look a lot like bacteria, this makes me think I am taking the wrong approach. No matter what I do it looks like bacteria. Which is cool, but I wanted islands!

I changed the variables a bit and randomized a few things, there's a bit more detail to the shapes and they're not so square/circular (I realised the cause was placing groups of islands randomly in a set square, so I changed this to make each island offset randomly from the group, altering the group co-ordinates each time)


I don't really know what to do with this now...

Join DNG today! We are a game development team open to all. Visit our Headquarters to learn more.
Green Gandalf
VIP Member
21
Years of Service
User Offline
Joined: 3rd Jan 2005
Playing: Malevolence:Sword of Ahkranox, Skyrim, Civ6.
Posted: 29th Feb 2012 12:35
Looks good - especially if you want moss (which, as it happens, is something I want ).

You could reduce the mossy look a bit by scanning the bitmap and filling in any blue pixel which is surrounded by, say, 7 or 8 green pixels. Alternatively smooth it a bit, either in your own code or using blur bitmap.

But very nice as it is and I'm sure it'll be useful for someone.
Sergey K
22
Years of Service
User Offline
Joined: 4th Jan 2004
Location:
Posted: 29th Feb 2012 16:59
i would suggest make 2 maps out of it:
a height map and texture, so you can make a height map out of it.
converting 2d image into a 3d islands..

more 3d models .x/.obj and more foramts here:
[href]https://www.turbosquid.com/Search/Index.cfm?keyword=gogetax1&x=0&y=0[href]
Burning Feet Man
18
Years of Service
User Offline
Joined: 4th Jan 2008
Location: Sydney, Australia
Posted: 1st Mar 2012 03:16 Edited at: 1st Mar 2012 03:17
Perhaps some inspiration will help?

Here, try this.

http://tinyurl.com/7eepz4g

Help build an online DarkBASIC Professional help archive.
DarkBasic Help Wikia
gwheycs62egydws
16
Years of Service
User Offline
Joined: 17th Aug 2009
Location: The World
Posted: 27th May 2012 07:54
@OBese87

it defiantly works quickly ;o)

I only had one tiny issue

my video card did not the 1360 display mode
after changing that to 1024 it was good to go

to move side ways - is to move forward
Since a Strait line gets thin fast
david w
20
Years of Service
User Offline
Joined: 18th Dec 2005
Location: U.S.A. Michigan
Posted: 27th May 2012 08:47
This is sweet!! Great work
david w
20
Years of Service
User Offline
Joined: 18th Dec 2005
Location: U.S.A. Michigan
Posted: 27th May 2012 08:56
What about putting lakes and streams on the islands? Do you think you can do that?

Login to post a reply

Server time is: 2026-07-22 00:35:44
Your offset time is: 2026-07-22 00:35:44