My son is urging me to bring back the spacecraft docking simulator which I was working on while studying physics at university. So I am just fixing some shaders to have proper light conditions and the next step will be the implementation of another spacecraft.
Practicing with shaders recently I got encouraged to improve island water to have good-looking toon-style ripples effect on waves.
Previously I was tricking this effect using water specular lighting and scaling down normal to have small ripples visible on the waves.
I had a few issues with this, such as the ripple shape being static and it is dependent on the sun’s direction.
You can see the effect in this video:
In the new approach inspired by this article I am using a Perlin noise texture and distortion texture to add a nice looking effect that is not dependent on sun direction.
The BlockEd tool that I use for making block objects has built in scripting support. This makes it a convenient tool for testing all kinds of things. I recently modified it so that I can increase the build area in a config file and that makes it an even better prototyping tool than before.
In the last day or so, I’ve been playing with random dungeon layouts. All just a groovy script in BlockEd right now but it’s coming along.
Here are seeds 0, 1, 2 as examples:
The light tan rooms are the primary rooms. In a real dungeon, these may be special features selected for the dungeon. The dark brown rooms are the “infill” randomly generated to fill in a bit any empty space left over.
The gray tunnels are the primary tunnels that connect the whole graph together. The brown tunnels are randomly generated alternate paths.
No actual a* resolution is done to plot tunnels yet so it’s possible to generate a level where it can’t plot some tunnels, even the main tunnels. This is left as an open task since that’s a straight-forward process and already I can generate some nifty dungeons without it.
Because the generator knows the graph of the level, it’s even pre-ready for navigation path finding.
Edit: P.S.: In unoptimized groovy code, it will generate one of these levels in about 45 ms.
Hello!
I would like to present my game. The ANJRpg is an Action 3D Role Playing Game, currently in a “work in progress” sate (or rather Proof of Concept, which it may never leave). The game development was actually started long ago, but right now it seems like there is something to show off to the public. The idea behind was to try to implement something like Gothic 3 or Oblivion - I’m still very far from achieving this, but generally base concepts seems to work off. Game features borderless procedurally generated world (mostly a landmass at the moment) with lakes, distant mountains, day and night cycle, shadows, trees (no grass yet!), physics interactions and enemies with simple AI who can track you down and fight - combat system, sounds…
Basically it is build on top of jme3 how to’s. Tested to work well under Win and Linux.
Hi @Arifolth ,
A few days ago I noticed the pictures you posted on the forum, so I had a look at your project.
I have written a couple of examples that might help you improve processing time + an algorithm for planting trees in a simple and customizable way. Hope it helps.
Observation points:
I did some testing on LODs and batching, and found some flaws in your code. I’ll show them to you asap.
Class FractalTerrainGrid contains an almost identical copy of the TerrainGrid class with the addition of the isNeighbour method. I still don’t quite understand what this method does. Did you implement it yourself or did you see it somewhere? It seems to increase the visible portions of the terrain grid.
Update the animation system to the latest version.
Edit:
I moved the discussion to a dedicated thread.