Post your screenshots!

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Esteban
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Re: Post your screenshots!

by Esteban » Sat Oct 11, 2014 19:15

Image

Somehow they were unable to do damage, so I had to make them use projectiles.
Image

Also, a fork of [Mod] Fire extinguisher [extinguisher], to remove and fix air leaks.
Image
 

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paramat
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Re: Post your screenshots!

by Calinou » Sun Oct 12, 2014 20:42

Just a cave in Carbone…

Image

Down in the water, there was a dirt monster and sand monster.
 

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Re: Post your screenshots!

by ArguablySane » Sun Oct 12, 2014 22:04

I've been playing around with cave generation algorithms to get a feel for modding Minetest.
The following screenshots show caves which smoothly vary in size and density in all 3 dimensions.

A typical unassuming cave entrance on the surface. This particular one goes a lot deeper than it looks.
+ click for image


The number of caves near the surface varies according to "biome":
+ click for images


Going deeper, the caves get larger and more spread out:
+ click for image


After 500 metres depth the algorithm no longer cares about surface cave density.
+ click for image


Almost 2 km below the surface, and we can see the largest tunnels (the size increase actually caps out at 1 km depth). These twist and turn through all three dimensions, so navigating them on foot would be extremely difficult and rather dangerous. Once I get ore generation working though, there should be some valuable resources down there which make the caves worth exploring.
+ click for image


Please excuse the inconsistent lighting. I tried to set everything to be fully illuminated, but that's apparently easier said than done.
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
 

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Re: Post your screenshots!

by ExeterDad » Mon Oct 13, 2014 00:55

WOW! Very interesting work!
Welcome to the forums by the way :D
 

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Re: Post your screenshots!

by Krock » Mon Oct 13, 2014 16:20

\o/ I like all those mapgen screenshots.


If you use perlin noise there, you can minimalize that to two 3d-noise.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
 

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Re: Post your screenshots!

by Calinou » Mon Oct 13, 2014 20:59

This one reminds me of Minecraft a lot:
Image
 

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Re: Post your screenshots!

by ArguablySane » Mon Oct 13, 2014 22:43

I'm glad people like the screenshots.

Krock wrote:If you use perlin noise there, you can minimalize that to two 3d-noise.

All my caves are actually generated by the intersection of two thresholded 3D noise functions. I took a bit of inspiration from paramat's code for that, so if he's reading this, thanks. I have just tested adding a third set of 3D noise to generate more interconnected caves, and that seems to work well.

The main modification is a blending function which takes multiple octaves of 3D perlin noise and combines them in varying proportions to produce a smooth noise function with varying spatial frequency. I also use a spherical "cutting head" when carving out the caves so that narrow caves are usually navigable without digging and larger caves have slightly rounded corners.

If people are interested, I could write up a larger post explaining how this technique works in more detail. I'd be happy to share my code, but it still has one annoying bug in it which I'm trying to find. Coincidentally you can actually see the bug in the screenshot above - a vertical line of not-quite-continuity down the middle of the image.

EDIT: Fixed the bug. It turns out the 2D perlin noise function takes slightly different parameters than the 3D one. There were huge discontinuities in the cavernosity map, leading to slight discontinuities in the cave systems at y>-500.

EDIT2: Pastebin of the init.lua source: http://pastebin.com/DhHFESb4
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Re: Post your screenshots!

by paramat » Tue Oct 14, 2014 02:10

I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures.

Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:

Image
 

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Re: Post your screenshots!

by ExeterDad » Tue Oct 14, 2014 02:22

Paramat... I'm thinking that last image is only missing a dude on a skateboard catching extreme air!
 

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Re: Post your screenshots!

by ArguablySane » Tue Oct 14, 2014 12:48

paramat wrote:I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures.

Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:


That looks really awesome. It's a shame the engine doesn't support dynamic changes in local gravity (yet). Also I imagine lighting would be difficult if you made it a closed cylinder.

As for using an irregular brush, I think it would actually be better to use a spherical brush with a random radius or write-probability instead. Because there's normally a lot of overlap between consecutive brush writes, any constant irregularity would tend to get smoothed out in at least one dimension.
If, for example, there was a 1/125 chance to cut out a sphere at each point inside the intersection volume, then you'd end up with very irregular walls with spherical chunks cut out approximately every 5 nodes in each direction. I'll have to test that later, because it would make the large caves a bit more interesting and speed things up significantly.
The above post and any ideas expressed therein are released to the public domain under a Creative Commons CC0 license.
 

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Re: Post your screenshots!

by MirceaKitsune » Tue Oct 14, 2014 15:08

paramat wrote:I love that wide tunnel screenshot. Good to see someone working on this stuff. In 'riverdev' mod i'm expanding one of or both noisebands to blend tunnels, fissures and caves. Your spherical excavation 'brush' is a great idea, imagine using an irregular brush for rougher wall textures.

Flexrealm in tube mode, looking towards eastern endcap, intended to be an O'Neill type space colony:


Nice! I can tell that required engine changes, since the actual geometry of the world appears to be wrapped... though it's not zoomed in enough for me to tell with precision. In either case, cool idea :)
 

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Re: Post your screenshots!

by Wuzzy » Wed Oct 15, 2014 12:38

An old screenshot of mine:

Image
Minetest 0.4.7, minetest_game, no mods. This was result of an experiment with MGv6 parameters.
 

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Re: Post your screenshots!

by SAMIAMNOT » Wed Oct 15, 2014 21:29

Whoa...did you release your edits? That's awesome!!!
I test mines.
 

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Re: Post your screenshots!

by philipbenr » Wed Oct 15, 2014 21:35

Yes, magpen parameters are handy things. try looking at voxelgarfen defaults.
 

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Re: Post your screenshots!

by srifqi » Thu Oct 16, 2014 08:12

amgmt 0.4-dev-alpha
Album
+ Show it!
I'm from Indonesia! Saya dari Indonesia!
Terjemahkan Minetest!
Mods by me. Modifikasi oleh saya.

Pronounce my nick as in: es-rifqi (IPA: /es rifˈki/)
 

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Re: Post your screenshots!

by Krock » Thu Oct 16, 2014 17:55

paramat wrote:Image

Whoa. Looks great!
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Re: Post your screenshots!

by DarkgarX » Thu Oct 16, 2014 21:19

This is one of the configurations I am working on for our next stream series. I love the lush foliage, thanks to Vanessa ;)

screenshot_35376792.jpg
(657.27 KiB) Not downloaded yet
 

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Re: Post your screenshots!

by Amaz » Thu Oct 16, 2014 21:28

Image
The earth from the moon! (Using Paramat's flexrealm mod, on a server that I run.)

Image
And the moon from the earth! (If you want, I can go into details on how I made it...)
 

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Re: Post your screenshots!

by Esteban » Thu Oct 16, 2014 21:47

Amaz wrote:
Amaz wrote:
+ Spoiler

The earth from the moon! (Using Paramat's flexrealm mod, on a server that I run.)

+ Spoiler

And the moon from the earth! (If you want, I can go into details on how I made it...)


I would like to know the details! :3
 

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Re: Post your screenshots!

by Hybrid Dog » Fri Oct 17, 2014 17:28

"net_noise"
Image
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some tests
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Image


"basalt_noise"
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"hnoise"
"cubic"
Image
"cyclic"
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both
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Re: Post your screenshots!

by RHR » Fri Oct 17, 2014 17:52

Nice stuff Hybrid Dog! "basalt_noise" and "cyclic" create very interesting surfaces. :)
 

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Re: Post your screenshots!

by Hybrid Dog » Fri Oct 17, 2014 18:01

RHR wrote:Nice stuff Hybrid Dog! "basalt_noise" and "cyclic" create very interesting surfaces. :)

thanks
the "hnoise" was a bit difficult because I got error in error handling (https://github.com/minetest/minetest/issues/1423) the whole time but I had luck and found my typo without being informed about it by minetest

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Re: Post your screenshots!

by Sol » Fri Oct 17, 2014 18:03

I like basalt_noise too.
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