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DarkBASIC Professional Discussion / Can anybody please confirm if Blitzwerks terrain, Tree Party and Dark Physics work together ?

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Juggernaut
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Posted: 15th Jul 2013 13:02
Hello,

Can anybody please confirm if Blitzwerks terrain, Tree Party and Dark Physics work together ?

For eg.

1. If there is a run-time terrain deformation will the Dark PHYSICS
be able to take that into account and do appropriate PHYSICS
beahvour for rigid and soft bodies.

2. Will I be able to place tree party grass and trees over blitwerks
terrain with all the features and effects working ?


Thanks,
Juggernaut
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Posted: 16th Jul 2013 10:34
nobody ???????
Mobiius
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Posted: 16th Jul 2013 18:13
Try it with the demo versions of each product.

This is my current project, check it out! [href]forum.thegamecreators.com/?m=forum_view&t=204576&b=8[/href]
This is my website, check it out! [href]http:\\www.TeamDefiant.co.uk[/href]
Kezzla
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Posted: 17th Jul 2013 06:19
tree party and Blitzwerk terrain do work together. Blitzwerk terrain allows you to create an object based upon the terrain to use for collision. so if your terrain changes in realtime, you will need to update the collision object and update dark physics. I have never really used dark physics sorry.

I'm not a complete idiot -- Some parts are just missing.
Juggernaut
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Posted: 17th Jul 2013 08:54
Quote: "Try it with the demo versions of each product."


Mobiius: There is no trial or demo version of Tree Party. The demo version of Tree Party that is available for download contains a
pre-compiled program exe rather than a trial or limited version of the actual plugin.

Quote: "
tree party and Blitzwerk terrain do work together. Blitzwerk terrain allows you to create an object based upon the terrain to use for collision. so if your terrain changes in realtime, you will need to update the collision object and update dark physics. I have never really used dark physics sorry.
"


Kezzla: Thank you for the confirmation that tree party works with
blitzwerks terrain. Is there a way to map the locations of grass too
over the terrain apart from the trees ?
Chris Tate
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Posted: 17th Jul 2013 14:32
Yes they all work together. Tree Party is a DBP source code project with models and shaders which do not interfere with any of the plugins I have used.

Juggernaut
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Posted: 17th Jul 2013 15:13
Thank you Chris Tate for the confirmation.
Kezzla
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Posted: 17th Jul 2013 15:34
you can position grass models wherever you want, there is a function to get the ground height on a blitzterrain, You just use that function to place things on the ground. you can randomize the locations with rnd function or if you want to control where things are placed, you can either make a world editor and output a save file, or you can make a image map to use as a guide to place things.

I have done this before. first I make my height map, then using a new photoshop layer, I paint the areas I want things in(trees in my case). all one solid color. I save this painted area as a placement map

I then make a nested for loop to cross check the terrain and the color of the placement map in order to decide whether or not to place anything in that spot.

long story short, check map, if its green plant a tree.

you could really use this approach for any kind of object placement.

Here is another grass placement approach that I use for non static near field foliage. if you get a few folders full of different plant models and set them all to different ranges you get a pretty good foliage spread. It all just comes down to managing resources so that the game doesnt chunk to badly.
give this a go. you can use it freely, chop and change it rework it. it should give at least one idea.


I'm not a complete idiot -- Some parts are just missing.
Juggernaut
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Posted: 17th Jul 2013 16:01
Chris Tate: Is there any editor in Tree Party through which I can designate the positions of trees and grasses over the terrain surface ?

Does Tree Party work on Shader Model 2.0 GPUs ?
Chris Tate
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Posted: 17th Jul 2013 16:30
The Tree Party editor is created to facilitate tree productivity; but does not place trees in scenes for you. Just like every common Dark BASIC object, you will be responsible for their location.

Just as Kezzla recommended, an easy way to position trees and grass is to use the ground height function of your terrain system as the position of your content on the Y axis; and a random function call as the position on the X and Z axis.

A colour map or 2D array can be used to control what kind of trees spawn where, and tree to tree distance checks can be used to enforce a reasonable distance between them.

For absolute control over tree positioning using a map editor, position yourself your tree placeholders in your map editor, search for limb name or texture name keywords in your game to replace the placeholders with trees.

Tree Party is not the most user friendly product you could pick up, but is highly customizable. Recommended for long term projects unless you can live with the appearance of the default trees without hours of tweaking and are willing to compile 2,000 lines of code with your project.

MagicienBasic
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Posted: 23rd Aug 2013 16:37
BlitzWerk Terrain and Dark Physics: :NO the terrain is not valid for test Gravity with the Character Controller in Dark Physics (prefer Free Advanced Terrain);

Tree Party run with ALL: no problem[b]

Magicien Basic sévit encore
Mobiius
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Posted: 23rd Aug 2013 23:56
But Blitz Terrain can generate an actual object to be used with physics based collision?

Juggernaut
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Posted: 26th Aug 2013 01:54
Quote: "BlitzWerk Terrain and Dark Physics: :NO the terrain is not valid for test Gravity with the Character Controller in Dark Physics (prefer Free Advanced Terrain);"


Thank you for the confirmation. I am sticking with the free Advanced Terrain for now and future.
Mobiius
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Posted: 26th Aug 2013 12:22
I'll say it again..

Quote: "But Blitz Terrain can generate an actual object to be used with physics based collision?"


Chris Tate
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Posted: 26th Aug 2013 14:00
Oh boy. It's a good thing you pointed that out Mobiius, he would have been lead into darkness.

It is the whole point of the terrain; to represent the earth we stand and live on. It wouldn't be very wise to make a terrain plugin you cannot stand on?

Even without physics, you can use the ground height function; but that is not necessary since you can use the OBJECT created by Blitz Terrain as a Terrain mesh. Sorry I do not use Dark Physics, so I cannot remember the terrain mesh function.

Juggernaut
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Posted: 29th Aug 2013 10:02
Chris Tate: What do you use for PHYSICS ?

So blitzTerrain can be converted to a mesh through code at runtime and then PHYSICS can be applied to it ?

Does that make any performance issues ?
Chris Tate
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Posted: 29th Aug 2013 20:30 Edited at: 29th Aug 2013 20:46
Dark Dynamix height-fields are technically instructions related to a terrains height level along its surface. You can convert the terrain to an object; which is done in a number of Blitz Terrain demos; but it is far better to use height fields, as I will explain.

There is a height field demo in Dark Dynamix; which is arguably a terrain demo; that can be used as a good reference, you simply use its algorithm to read the ground height at every point which is feed into the physics engine.

The demo itself does not demonstrate any motion physics to illustrate the heightfields effect; but you can add a physics entity above the terrain to see it affect the entity.

The idea of height-fields is that not all surfaces and terrains need to have overly cluttered polygon collision meshes to figure out whether the character should fall or stand; instead, an internal array of minimal heights suffices and supplies a better level of efficiency over large areas. That's what I take from it.

Juggernaut
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Posted: 29th Aug 2013 21:48
Chris Tate: Thank you for the information. I will try to look into the height field example.

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