Well for this kind of straight shapes I found sculpting very imprecise, so subsurface is the best way to go IMO. Sculpting is very nice for organic type of topology, but not that great for mechanical… At least that’s my experience with blender sculpting.
I can see that, I don’t really know how the professionals do things, I’m just wingin it myself.
After a buncha refactoring, some cursing and swearing I have progressed to… Plate pressure!
Red is for where plates are crunching together (So mountains and volcanoes will go there).
Green is where plates are diverging (depending on the plate type you’ll either get lakes, or ridges like the mid-Atlantic Ridge)
Yellow is where not much of anything is going on.
That stuff is done using the dot product of vectors of each plate (Each plate has a unique movement). It’s not 100% accurate but I don’t think I need to get any more specific than this since the results look pretty good.
Still have to solve the plates having long fingers thing too… Argh.
Why is there a line in the sea
And can plates break
I don’t know why, but for some reason the looking of the model reminds me of a picture of CryEngine3. I think that’s good for jME
So neat thing. The earth has many many MANY tectonic plates. The well known ones you can see here: https://en.wikipedia.org/wiki/Plate_tectonics#/media/File:Tectonic_plates_boundaries_detailed-en.svg
In the case of the plate edge in the middle of the ocean that is pretty much how long island chains are formed (Hawaii, the Caribbean etc.). Also if you look at a zoomed out google map of the atlantic you’ll notice a long ridge: https://email@example.com,-37.1623172,3352314m/data=!3m1!1e3
That is where the eastern and western plates are slowly separating over time (the reason for the rise near the crack is a bit complicated… I’ve been reading up on plate tectonics. It’s neat stuff but very weird).
Those don’t grow like that naturally. People used to bend saplings to make them point in a direction. They would use the pointed trees as guide post.
The more you know (Makes a rainbow with his hands)
I’ve seen a “documentary” about this picture (actually, more of a “freakshow for the public audience”).
They came to the conclusion that it were people cutting off christmas trees, the trees survived because there was one branch left, so this one branch developed into a tree.
Did you know that there’s a company that sells chairs made of wood that was forced to grow into a chair’s shape? It’s a time-consuming process and furniture from that company is quite expensive. When the chairs have “grown up” they are usually cut off and sent to the customer…
Yeah, here is a description of what I meant:
(There’s also a video at the end of that article)
Looks natural to me.
Made some sort of 3D level editor (GUI coming soon)
(In the beginning I used different face culling, so it might look strange)
What’s your goal? In which points shall your LevelEditor differ from the SceneComposer of the SDK?
Scene composer = good for people putting together meshes.
My level editor = (will be) specialised for the use in my own sandbox game (another project I was working on until I needed a better scenecomposer).
Just thought I might show off what 1000 blocks in a random location look like
Here’s the project I’ve been working on for the past couple of days.
It’s a navigation mesh editor and some AI tools.
Should be usable on all projects
I use blender to create and edit navmesh. but i more like to make edit process to be dynamic instead of manually doing in blender.
I will take a look to see what your library provides.
Would you mind share the asset folder for this editor too, please ? (just assets related to
AssetNotFoundException , not all assets)
The mobile app (here ran on PC) is getting even more purpose. Syncing ships via LAN (here localhost) now works. The server program in background, which will later become part of the PC game, generates a code which is just an ip and port converted to hex. Everything else is seen in the video.
And yes, there is a typo.
EDIT: Now tested and works also from phone to PC.