[Mod] Generative architecture [0.1.7] [projects]
- paramat
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[Mod] Generative architecture [0.1.7] [projects]
Download, rename folder to 'projects' https://github.com/paramat/projects/archive/master.zip
Code https://github.com/paramat/projects
projects 0.1.7 by paramat
For Minetest 0.4.8 stable onwards
Depends default
Licenses: code WTFPL
FInd a flat area and place the "projects:vertenta" / "Spawn Vertical Entrance Above" spawner.
The building entrance (20x30 nodes) will have a floor 1 node above the spawner, with it's minimum point directly above the spawner. Corridors and flats only spawn where there is empty space, so the building wil shape itself around terrain and trees. Entrance and vertical space above are force-placed.
Last edited by paramat on Sat Jun 13, 2015 22:48, edited 11 times in total.
- Krock
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Re: [Mod] Generative architecture [0.1.0] [projects]
I love it already.
Look, I programmed a bug for you. >> Mod Search Engine << - Mods by Krock - DuckDuckGo mod search bang: !mtmod <keyword here>
- HeroOfTheWinds
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Re: [Mod] Generative architecture [0.1.3] [projects]
This is really cool. I must say it is a unique and fresh way of approaching the concept of pregenerated buildings, and perhaps the cleanest I've seen. I look forward to seeing how work proceeds on it...
Nam ex spatio, omnes res venire possunt.
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
Why let the ground limit you when you can reach for the sky?
Back to college now, yay for sophomore year schedules. :P
- Desour
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Re: [Mod] Generative architecture [0.1.3] [projects]
Please let Jotrx's skystation generate.(4:40)
he/him; Codeberg; GitHub; ContentDB; public personal TODO list; "DS" is preferred (but often too short)
- paramat
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Re: [Mod] Generative architecture [0.1.7] [projects]
Version 0.1.7
Mod in basic form.
FInd a flat area and place the "projects:vertenta" / "Spawn Vertical Entrance Above" spawner.
The building entrance (20x30 nodes) will have a floor 1 node above the spawner, with it's minimum point directly above the spawner.
Corridors and flats only spawn where there is empty space, so the building wil shape itself around terrain and trees. Entrance and vertical space above are force-placed.
Mod in basic form.
FInd a flat area and place the "projects:vertenta" / "Spawn Vertical Entrance Above" spawner.
The building entrance (20x30 nodes) will have a floor 1 node above the spawner, with it's minimum point directly above the spawner.
Corridors and flats only spawn where there is empty space, so the building wil shape itself around terrain and trees. Entrance and vertical space above are force-placed.
Last edited by paramat on Sat Jun 28, 2014 09:37, edited 1 time in total.
- philipbenr
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Re: [Mod] Generative architecture [0.1.7] [projects]
Wow. This could be made into some sort of alien world with space colonies and the like. I love it even in basic form.
- paramat
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Re: [Mod] Generative architecture [0.1.7] [projects]
Thanks for your support i appreciate it.
This method of generation has so much potential, since the elements are small this splits the server lag into many small parts, which is more acceptable to players than a long chunk generation time.
Next the corridors will spawn new ramp towers at their far ends, and i'll return to the 4 directions of the earlier experiment shown below, which looks better than the brutal tower block.
A massive generative building can spread unlimited slowly across a terrain. Another advantage to ABM generation is the surrounding terrain is already complete, so the voxelmanip can update the lighting acoss chunk borders without glitch.
This method of generation has so much potential, since the elements are small this splits the server lag into many small parts, which is more acceptable to players than a long chunk generation time.
Next the corridors will spawn new ramp towers at their far ends, and i'll return to the 4 directions of the earlier experiment shown below, which looks better than the brutal tower block.
A massive generative building can spread unlimited slowly across a terrain. Another advantage to ABM generation is the surrounding terrain is already complete, so the voxelmanip can update the lighting acoss chunk borders without glitch.
Last edited by paramat on Tue Jan 06, 2015 03:30, edited 1 time in total.
Re: [Mod] Generative architecture [0.1.7] [projects]
Now can you make it wither and die, collapse, spreading slowly outward from the center?paramat wrote:A massive generative building can spread unlimited slowly across a terrain.
- paramat
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Re: [Mod] Generative architecture [0.1.7] [projects]
No idea how to do that, but slow decay ABMs could be added, so building maintenance wouold be necessary.
- AMMOnym
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Re: [Mod] Generative architecture [0.1.7] [projects]
This is good way to do "tardis" interior infinite big :D
- paramat
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Re: [Mod] Generative architecture [0.1.7] [projects]
Just started work on an unlimited dungeon generator, not much here yet https://github.com/paramat/catacomb
Last edited by paramat on Thu Aug 07, 2014 02:43, edited 1 time in total.
- Casimir
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- paramat
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Re: [Mod] Generative architecture [0.1.7] [projects]
Ah i see a computer game ... i don't remember it, i was a sinclair ZX spectrum 48k teenager.
Last edited by paramat on Thu Aug 07, 2014 02:43, edited 1 time in total.
Re: [Mod] Generative architecture [0.1.7] [projects]
Ah! One of the most complicated games ever written!Casimir wrote:Nethack?
- paramat
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Re: [Mod] Generative architecture [0.1.7] [projects]
Unlimited dungeon generation by abm and voxelmanip https://github.com/paramat/catacomb
Version 0.2.2 has the basic insane generation in all 4 directions. To test place a chamber spawner node underground. Beware this is not an 'on generated chunk' mapgen so the catacomb can and will spread through old world areas and destroy your creations, so set the limit parameters in the init.lua to contain the spread or test in a new world.
Version 0.2.2 has the basic insane generation in all 4 directions. To test place a chamber spawner node underground. Beware this is not an 'on generated chunk' mapgen so the catacomb can and will spread through old world areas and destroy your creations, so set the limit parameters in the init.lua to contain the spread or test in a new world.
Last edited by paramat on Wed Aug 13, 2014 04:50, edited 1 time in total.
- paramat
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Re: [Mod] Generative architecture [0.1.7] [projects]
Enabling chamber intersection (easily done, i'll make it an option) makes stuff go really wild, and the structure changes around you as you explore.
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Re: [Mod] Generative architecture [0.1.7] [projects]
I am just a newbie but how do you set the spawner?
- taikedz
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Re: [Mod] Generative architecture [0.1.7] [projects]
vladimir37 wrote:I am just a newbie but how do you set the spawner?
Code: Select all
/giveme projects:vertenta
++++
I very much like this :D
The on gripe I have is that the materials are limited.... though I do have a plan to make it more customizable though... :) Will adapt and publish/PR ;-)
Would it be of interest to rename the mod to something other than "projects".... more like, "generative-buildings" ...?
- paramat
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Re: [Mod] Generative architecture [0.1.7] [projects]
You can name your version whatever. Best to fork and publish your own version, as i don't tend to accept PRs to my mods, as i want them exactly as i want them.
This is named after the 'russian projects' as in housing projects, i have a love of some of the massive 'brutalist' / modernist russian (and elsewhere) high-rise apartment buildings of the 60s, 70s and later.
As with many of my mods this is somewhat a proof of concept, and could do with improvement and development. I often wish people would develop my mods further.
This is named after the 'russian projects' as in housing projects, i have a love of some of the massive 'brutalist' / modernist russian (and elsewhere) high-rise apartment buildings of the 60s, 70s and later.
As with many of my mods this is somewhat a proof of concept, and could do with improvement and development. I often wish people would develop my mods further.
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