tag:blogger.com,1999:blog-3779956188045272690.post8214555918277894804..comments2024-03-22T01:46:59.425-04:00Comments on Procedural World: Into the sandboxMiguel Ceperohttp://www.blogger.com/profile/17586513342346629237noreply@blogger.comBlogger88125tag:blogger.com,1999:blog-3779956188045272690.post-33925910649657362122014-02-03T12:20:46.195-05:002014-02-03T12:20:46.195-05:00Did you sell this to Sony for EQ next? It looks a ...Did you sell this to Sony for EQ next? It looks a lot alikeAnonymoushttps://www.blogger.com/profile/10358962284240805325noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-44873745694890840992013-10-08T22:17:53.101-04:002013-10-08T22:17:53.101-04:00i like it, is your computer but, it has low frames...i like it, is your computer but, it has low frames?<br />Anonymoushttps://www.blogger.com/profile/05755898735941977222noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-80223889585617804352013-01-24T17:48:42.951-05:002013-01-24T17:48:42.951-05:00Yea, if it's far away then it's no problem...Yea, if it's far away then it's no problem, but if you have a thin wall in LOD0, and then it disappears in LOD1, not only will the wall be gone but you'd have visible cracks. Growing the wall using Min or Morphological would work, but I've noticed using those can cause different LOD's to not match up correctly. Tough stuff you've solved.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-2752808041770712572013-01-24T12:25:02.458-05:002013-01-24T12:25:02.458-05:00There will always be aliasing, it is a matter of m...There will always be aliasing, it is a matter of minimizing the damage. Thin walls are possible the worst case scenario. I grow them so they are not thin anymore. But this is not always possible, in these cases you may have really thin features just vanish when they become distant enough.<br /><br />It may not be a big issue if the LOD where this happens is far. You may think of it as additional detail coming into the view, pretty much like the rest of LOD.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-25188851689960504152013-01-24T12:16:03.499-05:002013-01-24T12:16:03.499-05:00How do you solve the "thin walls" issue?...How do you solve the "thin walls" issue? Like if you had thin walls in a high LOD, that crossed over into a lower LOD, wouldn't you end up with cracks in the terrain?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-71542941126020139042013-01-21T20:38:22.067-05:002013-01-21T20:38:22.067-05:00Come on, please! I want to play this, pre alpha or...Come on, please! I want to play this, pre alpha or whatever, I want to play it!Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-68386201884313853062012-11-29T10:24:43.308-05:002012-11-29T10:24:43.308-05:00Save data is small because only what the user chan...Save data is small because only what the user changes is stored. These changes also are very regular (think of walls, floors, etc) so they compress very well.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-56882956980958156552012-11-29T09:47:14.023-05:002012-11-29T09:47:14.023-05:00How is the same data so small?How is the same data so small?Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-43443948691674875642012-11-22T10:50:58.701-05:002012-11-22T10:50:58.701-05:00cool, based on this, maybe designers could ask in ...cool, based on this, maybe designers could ask in return a few number of raw materials. He could exchange his house blueprint for 100 stones, 20 woods and 30 straws. With these materials it's more easy for him to create a new blueprint.<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-90566927310642208142012-11-22T09:55:04.332-05:002012-11-22T09:55:04.332-05:00Virtual money. Let's say gold nuggets are the ...Virtual money. Let's say gold nuggets are the standard currency, then instancing the design by another player would cost you X amount of nuggets. Some may give away their designs anyway.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-8163184808021976722012-11-22T09:52:30.504-05:002012-11-22T09:52:30.504-05:00By using in-game money, you mean real or virtual m...By using in-game money, you mean real or virtual money?<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-58893639347637305582012-11-22T09:32:54.143-05:002012-11-22T09:32:54.143-05:00Yes, I actually had envisioned a creative mode whe...Yes, I actually had envisioned a creative mode where you can access a library of user-created elements. You would rate models as you used them, making sure good designs will go to the top. There was actually a "license fee" you had to pay to the creator, using in-game money. Some players could become very rich just from selling their creations.<br /><br />I am not sure if this will be a feature of the released game though.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-75133151999432815012012-11-22T06:24:18.940-05:002012-11-22T06:24:18.940-05:00It's a good idea, give to the player a toolkit...It's a good idea, give to the player a toolkit to create adventures and world can be fun and different. Success key can be to add a social aspect to the toolkit. If a player build a nice temple, it can be nice for him to export a blueprint of his creation and share it in a build-in asset exchange window. And why not include and importer to turn 3d models made in an external tool into a voxel based model?<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-1108651095629822262012-11-20T10:41:22.008-05:002012-11-20T10:41:22.008-05:00Yes you could do planets with this as well.
You c...Yes you could do planets with this as well.<br /><br />You could generate on the server side.<br /><br />No plans for unity for now.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-46729045169908498502012-11-20T07:45:54.645-05:002012-11-20T07:45:54.645-05:00Wow, such incredible progress!
Question: Would th...Wow, such incredible progress!<br /><br />Question: Would this engine be extensible so that several planets could live inside it?<br /><br />Could a world be generated in real-time on a server procedurally?<br /><br />I don't know if you're still planning on it but releasing your work to integrate with unity could spawn an incredible generation of procedural games, I for one would make a infinite space sim MMO with sandbox elements.Veqtorhttps://www.blogger.com/profile/13559084852749421339noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-75391891767214663802012-11-16T14:08:11.117-05:002012-11-16T14:08:11.117-05:00| But there is a catch: In order to properly impl...| But there is a catch: In order to properly implement morphological sampling you have to change the way you calculate 0-crossings slightly.<br /><br />Good lord, not again. Maybe I'll just use MIN as it preserves features, yet expands them some. Are you doing surface simplification, volume simplification, or both?Mikenoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-77029544111761723292012-11-16T10:42:31.987-05:002012-11-16T10:42:31.987-05:00Just found this blog today, have to say it all loo...Just found this blog today, have to say it all looks great. Got a soft spot for procedural generation.<br /><br />Are any mesh details in the terrain (especially the desert zones) from textures or is everything geometric purely algorithmic / noise, erosion etc ?<br /><br />How are you doing the texture blending between voxels by the way? Could it be tied to the weighted-marching-cubes algoritm to create sharp edges between the 'structural' voxels?<br /><br />Any texture-based Parallax / Displacement-Texture features?<br /><br />Is it deferred rendering ? Plans for local lighting (dynamic point lights) ?hjdnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-73991262946144835292012-11-15T18:28:57.680-05:002012-11-15T18:28:57.680-05:00There is a very good article covering the issues a...There is a very good article covering the issues and solutions here: http://0fps.wordpress.com/2012/08/20/simplifying-isosurfaces-part-2/<br />Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-12124242634056835032012-11-15T17:46:30.091-05:002012-11-15T17:46:30.091-05:00@Miguel: Any chance you could talk about those tri...@Miguel: Any chance you could talk about those tricks? Totally understandable if not though. This thing is your baby. A golden baby. With sharp features.Mikenoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-6813713517582596542012-11-15T17:19:26.119-05:002012-11-15T17:19:26.119-05:00|The tiling is incredibly ugly
You are incredibly ...|The tiling is incredibly ugly<br />You are incredibly ugly. Thanks for updating on what minecraft does!<br />| If you could procedurally generate textures too, that would help a ton.<br />You have no idea if that's true. It would also be a nightmare performance wise. <br />|Controls look a bit difficult.<br />No really? Do you have any more super helpful comments? The game is obviously in pre pre alpha, you really think he doesn't know that? You people who give just totally unhelpful and nonconstructive comments but actually think they are helpful, you're just the worst.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-69239821956277108802012-11-12T12:11:16.477-05:002012-11-12T12:11:16.477-05:00Awesome! Some thoughts:
The tiling is incredibly ...Awesome! Some thoughts:<br /><br />The tiling is incredibly ugly. Minecraft avoids the issue by having low-res graphics in the first place. If you could procedurally generate textures too, that would help a ton. Seeing how awesome everything else is, it's hard to imagine this to be too difficult for you.<br /><br />Controls look a bit difficult.Kdanskyhttps://www.blogger.com/profile/01000331673102773312noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-52674624710614998182012-11-11T15:42:20.517-05:002012-11-11T15:42:20.517-05:00Warping and distorting looks as bad as tiling. I r...Warping and distorting looks as bad as tiling. I rather stick to splatting and/or aperiodic tiling.Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-29724710146460438912012-11-11T15:38:42.053-05:002012-11-11T15:38:42.053-05:00The point is to distort the texture. If parts are ...The point is to distort the texture. If parts are distorted in different ways, then it looks less artificial. Also for higher definition textures, warping them or smoothing them randomly helps. You should be able to do the warping effects in a pixel shader.<br />I'm rather sure optifine for minecraft uses the rotation. Its subtle, but helps.<br />Also it doesn't distort the textures at all. I think this is because there is no filtering on the textures. You can still see each individual square pixel.roboman2444https://www.blogger.com/profile/16901043936244162912noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-8708739788374675912012-11-11T15:23:26.198-05:002012-11-11T15:23:26.198-05:00Yes, I do texture splatting too. It has to be setu...Yes, I do texture splatting too. It has to be setup by the world artists so in many cases I have just one texture. This is where you see a lot of tiling.<br /><br />I still don't know what you mean by rotating textures to avoid tiling. Yes, they could be rotated but it would distort the texture. Is there a screenshot of this thing, another game that uses the technique?Miguel Ceperohttps://www.blogger.com/profile/17586513342346629237noreply@blogger.comtag:blogger.com,1999:blog-3779956188045272690.post-44372793430389744692012-11-11T15:15:12.308-05:002012-11-11T15:15:12.308-05:00There is a mod for minecraft that randomly rotates...There is a mod for minecraft that randomly rotates select textures... doesn't shift them though.<br />Makes it look a LOT less artificial.<br />Of course you can use multiple textures and do "splatting". A lot of heightmap based terrain does multiple textures combined together to show transitions between two materials, and for making things look less tiled.roboman2444https://www.blogger.com/profile/16901043936244162912noreply@blogger.com