Post your screenshots!

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migdyn
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Re: Post your screenshots!

by migdyn » Fri Aug 09, 2019 11:37


Is it available for download?
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Re: Post your screenshots!

by Sokomine » Fri Aug 09, 2019 14:37

voxelproof wrote:
duane wrote: I don't know about terrainbrot, but valleys figures out where the rivers are going, then builds the terrain around them. I can't imagine trying to do it the other way around.

Why not? Imo it'd me much more natural than creating closed up into more or less enclosed circular shapes ends of riverbeds. I do understand that for some reasons this could make shaping of terrain easier, but to achieve really good visual and realistic results the whole process should be done reverse: creating mountain first, then placing river source and then eroding a slope to create a true riverbed. This, of course, would be time-costly and a player would have to wait a little bit to see the final version of the landscape, but at least for the sake of the map generator art it's definitely worth trying out. Simple cellular automata mechanics would solve the issue.

Trouble is: What *is* a mountain? They're not like schematics placed at mapgen time. They're local maxima, certainly, but to which degree? Most of all: Mapgen usually works at 80x80 nodes at a time. That's not much room for a river. If it ought to extend into neighbouring mapchunks, then it has to be possible to calculate independently of terrain where the river will be. Creating the river after mapgen may be tempting, but in such a case the river won't be there when the player first passes by. And quite likely the player either won't ever show up again (for most of the terrain), will start building (and then the river cuts through his/her house?), or will never notice that a nice river came into existence at that spot.

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Re: Post your screenshots!

by duane » Fri Aug 09, 2019 16:16

I love all the neat little rows of rooms. Almost makes me forget what a pain they were to design. ; p

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Re: Post your screenshots!

by voxelproof » Sat Aug 10, 2019 06:52

Sokomine wrote:Trouble is: What *is* a mountain? They're not like schematics placed at mapgen time. They're local maxima, certainly, but to which degree? Most of all: Mapgen usually works at 80x80 nodes at a time. That's not much room for a river. If it ought to extend into neighbouring mapchunks, then it has to be possible to calculate independently of terrain where the river will be. Creating the river after mapgen may be tempting, but in such a case the river won't be there when the player first passes by. And quite likely the player either won't ever show up again (for most of the terrain), will start building (and then the river cuts through his/her house?), or will never notice that a nice river came into existence at that spot.


Yeah, you're perfectly right. So I'm aware that such solution could work only for landscape-focused mapgens and players willing to wait until the splendid scene unveils itself before their eyes :)

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Re: Post your screenshots!

by SB66 » Sat Aug 10, 2019 11:06

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Re: Post your screenshots!

by duane » Sat Aug 10, 2019 11:43

@SB66: Very nice. Is the inside as pretty?

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Re: Post your screenshots!

by SB66 » Sat Aug 10, 2019 12:32

duane wrote:@SB66: Very nice. Is the inside as pretty?
.....


a simple room atm....
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Re: Post your screenshots!

by DoyleChris » Sat Aug 10, 2019 13:00

My son decided to play with fire on a single player.

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Re: Post your screenshots!

by voxelproof » Sat Aug 10, 2019 16:20

SB66 wrote:Image

Image


+1

A simple yet very nice example how to create unity of architecture and its surroundings.
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Re: Post your screenshots!

by ShadMOrdre » Sun Aug 11, 2019 01:20

Thinking about rivers. And how our current way of trying to carve them might be the wrong approach.

What if instead of trying to have a river find its own way to the ocean over the various hills and valleys, or using noise to determine rivers, we instead simply consider all terrain above 0 as a canvas for a turtle. Rivers would begin at a randomized location on the map, and flow in a general direction, (ie, southerly means south east or west, but never north). If the altitude difference between chunks is greater than a certain threshold, do not enter that chunk, as that would mean a mountain. Also, carve in a general direction, per river. If a river flows southerly, it could can meander east or west, but never north. Altitude can be a weight in determining river width. Rivers enter a chunk on a side only, and can go straight, left or right, as long as turning does not take the turtle in the direction from which the river flows.

A way to overcome generative artifacts, such as a river doesn't know it's path, would be simply to give the river two points on the map, and if the "end" point is not at y=0, generate a new path and continue to generate.

Any thoughts on this "pregenerated" river method, and how it could technically be achieved?

Shad


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Re: Post your screenshots!

by duane » Sun Aug 11, 2019 01:37

ShadMOrdre wrote:What if instead of trying to have a river find its own way to the ocean over the various hills and valleys, or using noise to determine rivers, we instead simply consider all terrain above 0 as a canvas for a turtle.


I've done that with tunnels, but only when the intervening terrain didn't matter. If you pick start and end blindly, you stand a good chance of getting two points with no reasonable route between them, like two sides of a long mountain range. If you want to check the terrain between the points, you have to use a lot of cpu time generating chunks in advance.

If you want a river to consider the terrain, you're always going to have to either generate the terrain for the river or generate the terrain ahead of time (at least to some extent). The latter is much more expensive in cpu time, but you could avoid silly looped rivers.

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Re: Post your screenshots!

by ShadMOrdre » Sun Aug 11, 2019 02:12

I would only check chunk neighbors for terrain, but nothing too deep. I wouldn't even care if it carved through a mountain chain, as long as I can smooth the terrain. The river surface altitude would stay at the current height, only dropping if the currently generating chunk that will contain a river is, on average, lower than the average height of the chunk from which the river is coming.

Say I choose random location (origin = 400 80 400) and a vector, say south, for a vector of 0 0 -1, (if I understand that correctly). From the chunk containing the origin, I only need to search the vector directly south when it is generated, and draw the river, at the river surface altitude of the connecting chunk boundary. The rivers bottom surface altitude would need to be -n below the lowest height within the chunk, as a defining characteristic. But from this, I can liberally carve terrain.

I consider the Columbia, through the Cascades, as a reason to not care so much about carving through ranges, although, I would still avoid carving into chunks where the average height is to different from the current chunk, in either direction up or down. This can help to simply avoid those issues.

In the beginning, instead of two end points and a vector, we start at a point, with a vector, and only pick a path after so many chunks of not finding sea level, then pick a path to continue, or keep carving in a new vector.

Again, thoughts about how to achieve "realistic" rivers while keeping processing to a few tests, within the current chunk, and only against the heightmap, which should be 2D.

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Re: Post your screenshots!

by SB66 » Sun Aug 11, 2019 12:09

additional builds...

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Re: Post your screenshots!

by Sokomine » Sun Aug 11, 2019 13:32

Very nicely integrated structures, SB66. Hope to see more of them!

As to the river discussion: Perhaps that ought to be moved to an extra thread?
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Re: Post your screenshots!

by DS-minetest » Sun Aug 11, 2019 19:54

Playing around with shaders can be fun:
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Re: Post your screenshots!

by LMD » Mon Aug 12, 2019 10:16

Animated meshes are sort of possible. See for exampe viewtopic.php?f=9&t=22077, which is inspired by the watermill mod.
 

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Re: Post your screenshots!

by cHyper » Mon Aug 12, 2019 13:14

Image @ a server with 99 users ;)
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Re: Post your screenshots!

by waldberg » Mon Aug 12, 2019 17:16

cHyper wrote:a server with 99 users ;)


Yes... and then I do not want to know why forks or generally crouds of rubbish like this are allowed inside the server list. Hmmm... : )
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Re: Post your screenshots!

by CalebJ » Mon Aug 12, 2019 20:48

waldberg wrote:
cHyper wrote:a server with 99 users ;)


Yes... and then I do not want to know why forks or generally crouds of rubbish like this are allowed inside the server list. Hmmm... : )

That's because with 99 players in a creative server, it gets that junky within seconds :) I remember VanessaE's Creative Server, back when she was offline for a time ... junkiest I've ever seen. :)
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Re: Post your screenshots!

by parasite » Thu Aug 15, 2019 16:46

cHyper wrote:@ a server with 99 users ;)

it looks like first (old) just test ;)

SB66 wrote:image(s) above ^^^

pretty cool!
 

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Re: Post your screenshots!

by ShadMOrdre » Thu Aug 15, 2019 18:52

Scenes from the uncanny....

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Re: Post your screenshots!

by SB66 » Thu Aug 15, 2019 19:02

Are you brave enough........

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