tag:blogger.com,1999:blog-3779956188045272690.post2888811440946109134..comments2024-03-22T01:46:59.425-04:00Comments on Procedural World: A System of CavesMiguel Ceperohttp://www.blogger.com/profile/17586513342346629237noreply@blogger.comBlogger67125tag:blogger.com,1999:blog-3779956188045272690.post-29407678553041118192015-08-24T17:30:55.156-04:002015-08-24T17:30:55.156-04:00This is amazing! Would you care to share how you r...This is amazing! Would you care to share how you randomly generate the caves? I'm curious to know how you achieved such an amazing system :)Anonymoushttps://www.blogger.com/profile/00399840085457667044noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-57443593221049368322012-12-25T19:46:58.468-05:002012-12-25T19:46:58.468-05:00The question of what is right for a game can depen...The question of what is right for a game can depend on what type of game it is, or how it supposed to feel to the player. That "feeling" though, is a core part of game design and requires almost every other aspect of the game to come together and support it. Which would be hard to do with PCG since nothing is as planned as it would need to be.<br /><br />So far in your PCG project all there is to it is the realistic world. Since I imagine that you plan to keep that theme then you are limited to what is typically inside of caves, fungi, lichen, plants, lava, even certain phosphorescent minerals (though technically those need to first absorb light energy from something). Those are actually kind of limiting.<br /><br />Here on earth there isn't a large amount of things that give light off naturally in caves. On another planet anything possible, but then there isn't this problem if anything is free game to be a light source.<br /><br />Looking at what other games have done in the past. I can think of three basic solutions: Glowing natural-sources, ambient lighting, and leaving it completely dark. Most games seem to use a combination of 2 of these ideas based on what their engine and the player can do.<br /><br />Oblivion/fallout3/etc uses natural lights and large ambient lighting to brighten up caves and can make it easy for a player to understand their surroundings without needing to bring in more light, and at worst confuse and pull them out of the experience with unrealistic lighting. Minecraft has mostly dark caves with scarce natural lighting and the ability to create torches that provide light, at worst making it impossible for the player to see and understand things when both are denied to them.<br /><br />Your game has not defined how it will handle lighting in any of these ways yet. Most of your followers in this thread seem to like the idea of darker caves with a few lights, though no clear idea what provides light. Your engine allows for the player to destroy or place things so placing lights is also a viable solution. Again it's very similar to Minecraft in that way. Lets think of somethings that Minecraft doesn't have.<br /><br />Not because you need to distance your game from it, but because there's more options than what Minecraft uses.<br /><br />So you can add glowing plants to list. Also phosphorescent materials could be interesting to use. Another idea would be some sort of animal that provides light, what comes to my mind is the deep sea anglerfish, which has a growth that emits light to lure prey in close. A cave dwelling predator that emits or uses light in a similar way could be interesting in your game.<br /><br />Again these are ideas, which you could either take, leave, or expand upon in your own way. My goal was to expound on and take a look at possible solutions to this issue.Ambitious Slothhttps://www.blogger.com/profile/17679305212719252428noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-87747626623745284052012-12-01T18:43:32.655-05:002012-12-01T18:43:32.655-05:00I'm totally looking forward to this program, i...I'm totally looking forward to this program, it will be so popular when you release it! You'll make so much money, and your time will be well worth spent. :) I have a i7 3770k, 2 gtx 460's SLI, 8gb ram ddr3 1600 mhz, i.. just can't...wait. for this program!!! :DChasenoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-41951031984766293652012-11-22T11:54:43.546-05:002012-11-22T11:54:43.546-05:00Maybe you posted early demo version, if I strongly...Maybe you posted early demo version, if I strongly ask? :)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-79909798756642036472012-11-21T13:48:26.048-05:002012-11-21T13:48:26.048-05:00You can't. Not yet, at least.You can't. Not yet, at least.AceLegend7https://www.blogger.com/profile/08141502011421169085noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-4524968650020940832012-11-20T11:40:45.383-05:002012-11-20T11:40:45.383-05:00Where I can download ProcWorld? If I can.Where I can download ProcWorld? If I can.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-36493217811794337782012-11-15T11:00:16.385-05:002012-11-15T11:00:16.385-05:00Have you considered viewer-aligned billboards? You...Have you considered viewer-aligned billboards? You could cache cells if they are sufficiently far away.<br /><br />I saw a paper from some Italian guys who where doing something like that for rendering trees. If you don't know about them I can dig out the link...Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-28702195837710621242012-11-15T10:40:01.205-05:002012-11-15T10:40:01.205-05:00It would be incredible :]It would be incredible :]Anonymoushttps://www.blogger.com/profile/17536364806672319133noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-51565686638524799542012-11-14T04:47:38.154-05:002012-11-14T04:47:38.154-05:00Thanks! I asked about visibility as it's some...Thanks! I asked about visibility as it's something I've been thinking about recently. The trade-off with ray-casting voxels is interestingly quite different as the geometry count is very low (12 tris and eight verts per SVO) but the pixel cost extremely high so rendering extra cells is very cheap if they don't actually shade pixels. <br /><br />I'm currently rendering the planet cells (each cell contains an SVO) front to back using the stencil buffer to prevent overdraw.<br />John Whighamhttps://www.blogger.com/profile/10862563515312224241noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-27104487806680705432012-11-14T03:23:15.410-05:002012-11-14T03:23:15.410-05:00If the universe hasn't noticed it yet, don'...If the universe hasn't noticed it yet, don't call attention to it!FleshAndSteelhttps://www.blogger.com/profile/15760286936137340426noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-28846533959137614362012-11-13T16:47:38.304-05:002012-11-13T16:47:38.304-05:00Your work is incredible and the bad side is that i...Your work is incredible and the bad side is that it's actualy tempting me to go to a voxel engine togranyte\https://www.blogger.com/profile/11843202588658179231noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-52762990066757771282012-11-13T13:19:58.535-05:002012-11-13T13:19:58.535-05:00http://procworld.blogspot.co.nz/2012/11/a-system-o...http://procworld.blogspot.co.nz/2012/11/a-system-of-caves.html?showComment=1352663457986#c6673731404627209595<br /><br />That guy(or girl) said the same thing, but in less words.<br />The answer was that that was only for the video to show off certain things =3.Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-38589658812555095892012-11-13T07:43:07.760-05:002012-11-13T07:43:07.760-05:00This adds so much in atmosphere, it's stunning...This adds so much in atmosphere, it's stunning!<br /><br />One thing I wondered about though, after looking at the wireframe video - caves all appear around the same level, and have a flatish floor.<br /><br />In real life, caves go over and under eachother, and have different shapes in different sections - of course there's your halls and corridors, but there's also chasms, small and/or low crawlways, paths going up and down, twisting around, there's slideways, pitfalls, etc.<br /><br />Would it be possible to include those features in your generation algorithm? Given how fast you came up with this, you should have no problem ;)<br /><br />Good luck, with whatever you do, it's looking magnificent!Patrickhttps://www.blogger.com/profile/00573028757978933821noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-21950483689337807562012-11-13T05:15:47.798-05:002012-11-13T05:15:47.798-05:00Woohoow, I get to make an awesome procedural world...Woohoow, I get to make an awesome procedural world three years from now! =D, and get to change my name to Miguel Cepero! Funny how one can be his own inspiration... BTW, isnt there supposed to be some sort of paradox-prevention system going on? You know, universe blue-screening and all that?Kamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-15056000731360797992012-11-13T04:11:18.754-05:002012-11-13T04:11:18.754-05:00I'd be preferential to mostly darkness with oc...I'd be preferential to mostly darkness with occasional light sources as well, lava, glow worms, lumiscent fungi or lichens, just for atmosphere, or possibly for players to intentionally cultivate.<br /><br />I also wanted to say, yay big open spaces. I'd be very happy if we could find, from time to time, a Menzoberranzan that needed only buildings to be a jaw dropping city-state.FleshAndSteelhttps://www.blogger.com/profile/15760286936137340426noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-61026659633867984872012-11-13T02:52:25.551-05:002012-11-13T02:52:25.551-05:00Can't wait :DCan't wait :DLionel A. Ruartehttps://www.blogger.com/profile/14334191234078735019noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-90226386817534291952012-11-13T01:29:01.202-05:002012-11-13T01:29:01.202-05:00Now think water! =DNow think water! =DKamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-6967150059992760232012-11-13T00:09:04.897-05:002012-11-13T00:09:04.897-05:00You should be fine... Soon you'll know!You should be fine... Soon you'll know!Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-85495947579914701792012-11-12T23:52:39.954-05:002012-11-12T23:52:39.954-05:00Hi Miguel, thanks for replying to my comment :D
T...Hi Miguel, thanks for replying to my comment :D<br /><br />The specs of my computer are:<br />CPU: Intel Core 2 duo E7500 2.93 GHz<br />GPU: Nvidia Geforce 8600 GT<br />Ram: 2GB<br /><br />It is like 4 years old, but still can run Crysis on middle graphics at 30 FPSLionel A. Ruartehttps://www.blogger.com/profile/14334191234078735019noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-84832394527415077432012-11-12T16:51:58.307-05:002012-11-12T16:51:58.307-05:00I was waiting long time for a new post, I was thin...I was waiting long time for a new post, I was thinking few days ago If you would add some caves to this terrain and here I am.. :D Nice job. I'm waiting for more info and posts :)Anonymoushttps://www.blogger.com/profile/17536364806672319133noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-76070116145616462242012-11-12T16:39:40.929-05:002012-11-12T16:39:40.929-05:00I will be very interested in your results, as loca...I will be very interested in your results, as local river generation seems to be a yet-unsolved problem in PCG. I have no doubt that you will solve it, though :)Josh Parnellhttps://www.blogger.com/profile/03167904443809794790noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-22172931210291381662012-11-12T16:33:48.975-05:002012-11-12T16:33:48.975-05:00Yep, always more to do I suppose...but I can't...Yep, always more to do I suppose...but I can't imagine how exciting it's going to be watching you go there!<br /><br />And yes but no, what I meant when I said my goal was 10 FPS was 10 samples per pixel per second. So yes, I can take 10 samples per pixel per second, but MC path tracing takes 1000s of samples to converge (the final image took 3 hours, but that was overkill).<br /><br />However, if one were to remove all of the geometry, I imagine that you could get 10 fps for real on the gas if you tone down the quality a bit. That volumetric data is fast to trace compared to the kd-tree geometry.Josh Parnellhttps://www.blogger.com/profile/03167904443809794790noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-80484502969647458792012-11-12T14:42:24.869-05:002012-11-12T14:42:24.869-05:00It is because I am you, three years into the futur...It is because I am you, three years into the future.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-30380627788983161842012-11-12T14:19:55.751-05:002012-11-12T14:19:55.751-05:00Why do I even write suggestions? You seem to read ...Why do I even write suggestions? You seem to read my mind unconciously regardless XDKamicahttps://www.blogger.com/profile/09074839497845172950noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-70503802285464766242012-11-12T12:51:02.907-05:002012-11-12T12:51:02.907-05:00BTW your path tracer is impressive. You can do the...BTW your path tracer is impressive. You can do the gas rendering at 10 FPS in CUDA?<br /><br />For anyone else who has not seen it: http://jpcs348b.blogspot.ca/Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.com