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AppGameKit Classic Chat / Painting a world.....

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Santman
13
Years of Service
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Joined: 15th Sep 2011
Location: Inverness
Posted: 3rd Feb 2019 21:07 Edited at: 3rd Feb 2019 21:10
So I;ve been playing with the world builder and the abilty to directly paint onto the landscape.

Still early days, but for top down style games, or Zelda style games, what do you think of this? The landscape could be scaled down in size to allow for more fine detailo as well, if desired.

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puzzler2018
User Banned
Posted: 3rd Feb 2019 21:20
This look promising for your creation Santman.. Keep it up - do astounding work as usual
Rick Nasher
7
Years of Service
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 3rd Feb 2019 21:53
Nice progress indeed.
Santman
13
Years of Service
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Joined: 15th Sep 2011
Location: Inverness
Posted: 3rd Feb 2019 22:13
Thanks guys.

Ironically I'm not going to use it after all the time it took to get it working I don't think, though I think I may use to add variations to grass colour etc. I had hoped to use it to add braod details to the landscape, but the scale is too large for the current project "chunk" size, and if I increase the resolution then the texture look ups in the shader utterly kill performance.
puzzler2018
User Banned
Posted: 3rd Feb 2019 22:23
First attempts anythng is generally going change later in time - a 2K coded line can be drastically reduced to 20 lines of code...

Good work and more refacturing of code is always necessary.

A 1000 K coded app reduced to 100k lines of code will always be good.

Keep up the hard work
Santman
13
Years of Service
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Joined: 15th Sep 2011
Location: Inverness
Posted: 4th Feb 2019 01:27
Lol......I doubt 2k lines of code would ever be reduced to 20.

Nothing to do with efficiency though, the texture is currently 2k x 2k. I can make it 4k x 4k, but that's 16.7 million k PER FRAGMENT being looked up, even on good hardware it dies when multiplied across all the fragments the landscape generates. On a small mesh, no issue.....but millions of pixel fragments can look up that data that fast, and I've no spare slots left.

For top down it's fine, works well. Ultimately I'll downgrade it and use it for something else.

Was just curious what people thought of the style more than Anyhting, I thought not looked quite different and artistic.
haliop_New
User Banned
Posted: 4th Feb 2019 01:54
what about.. hmmm... making the near terrain data use higher end textures and the farthest a lesser texture?
this way, the closer you are to a terrain segment you see it extremely well detailed and the other less...

like 300 meters from you HIGH END 4k
more than 300 less than 800 HIGH END 2k
more than 800 less than 1600 NORMAL 1024
more than 1600 less than 3200 Less 512
more than that simple 256 or 128

can this be done? I think you will get superb details like this.
Santman
13
Years of Service
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Joined: 15th Sep 2011
Location: Inverness
Posted: 4th Feb 2019 11:04
It can be done, but as I said, I am using all the slots.

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