Author Topic: Artificial Terrain Generation & seamless planet-to-space transitions  (Read 4861 times)

Offline Recon

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Was looking into this, found some interesting links that i think you should read.

http://www.vterrain.org/Elevation/Artificial/index.html

and

A Real-Time Procedural Universe, Part One: Generating Planetary Bodies
http://www.gamasutra.com/features/20010302/oneil_01.htm

A Real-Time Procedural Universe, Part Two: Rendering Planetary Bodies
http://www.gamasutra.com/features/20010810/oneil_01.htm

A Real-Time Procedural Universe, Part Three: Matters of Scale
http://www.gamasutra.com/features/20020712/oneil_01.htm

Massively Multiplayer Game Development
http://www.charlesriver.com/titles/massivemultiplayer.html

Real-Time Atmospheric Scattering
http://www.gamedev.net/columns/hardcore/atmscattering/

all very informative and comes with well written open source code.well worth a look if you have not come across it before.

Regards

Offline contingencyplan

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Re: Artificial Terrain Generation & seamless planet-to-space transitions
« Reply #1 on: September 01, 2006, 01:45:12 am »
Awesome. This be VERY useful. I look forward to reading them.

Thanks!
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Offline Morgul

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Re: Artificial Terrain Generation & seamless planet-to-space transitions
« Reply #2 on: September 01, 2006, 11:38:10 am »
That is exactly what we needed! Thanks a bunch!

Cplan, it's you job to go through those articles, and get really familiare with them. In about a week, I'd like to be able to get you and whitelynx to hash out a proposal for CS to add support for those features, or at the very least whatever framework is needed so we can add those features as plugins ourselves.

We're one step closer to where I want to see precursors get. :-D
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Offline Recon

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Re: Artificial Terrain Generation & seamless planet-to-space transitions
« Reply #3 on: September 01, 2006, 02:55:01 pm »
Was thinking of tring that myself. making a wrapper for Sean O'Neil code. Then i looked at it for a while and thought that I do not know CS or C++ well enough yet. Still giving myself a pain in the head trying to figure out settransform and the O2T and T2O. cant seem   to get meshs moving the way i want lol.

Anyway, thought that you would like that code, and has a very good docs to help you understand this code.

Would like to see what you come up with :)

Regards

PS the code can be DL from http://sponeil.org/downloads.htm

and I came across another program that implements a better algrothim SOAR instead of ROAM. not open source though

http://web.interware.hu/bandi/ranger.html

 
« Last Edit: September 01, 2006, 03:46:30 pm by Recon »

Offline Rosencrantz

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Re: Artificial Terrain Generation & seamless planet-to-space transitions
« Reply #4 on: September 01, 2006, 09:02:45 pm »
That is exactly what we needed! Thanks a bunch!

Cplan, it's you job to go through those articles, and get really familiare with them. In about a week, I'd like to be able to get you and whitelynx to hash out a proposal for CS to add support for those features, or at the very least whatever framework is needed so we can add those features as plugins ourselves.

We're one step closer to where I want to see precursors get. :-D

I read through some of those articles and they've got alot of good things in them.
However, I think in the 1st or 2nd article he was using ROAM. I think there's a better alg out there than ROAM. I'll look around and see if I can find it.

Offline contingencyplan

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Re: Artificial Terrain Generation & seamless planet-to-space transitions
« Reply #5 on: September 05, 2006, 01:17:51 am »
That is exactly what we needed! Thanks a bunch!

Cplan, it's you job to go through those articles, and get really familiare with them. In about a week, I'd like to be able to get you and whitelynx to hash out a proposal for CS to add support for those features, or at the very least whatever framework is needed so we can add those features as plugins ourselves.

We're one step closer to where I want to see precursors get. :-D

Sorry, was out of town for the weekend, just got back today. I'll look over them tomorrow, and tell you what I think about them.
We've all heard that a million monkeys banging on a million typewriters will eventually reproduce the entire works of Shakespeare. Now, thanks to the Internet, we know this is not true. 
    ~Robert Wilensky

It is not bigotry to be certain we are right; but it is bigotry to be unable to imagine how we might possibly have gone wrong.
    ~GK Chesterton

Men never do evil so completely and cheerfully as when they do it from a religious conviction.
    ~Blaise Pascal

Offline whitelynx

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Re: Artificial Terrain Generation & seamless planet-to-space transitions
« Reply #6 on: September 07, 2006, 06:45:24 pm »
If you get a chance, try the following demos in CS:

Code: [Select]
./walktest -relight terrain
./walktest -relight terrainf

The "terrain" map has atmospheric scattering, although it doesn't look as good as it used to... it used to be blueish scattering and it looked really nice. (complain to the people in #crystalspace when you get a chance) Here's an older screenshot of the scattering terrain: http://www.crystalspace3d.org/tikiwiki/tiki-browse_image.php?galleryId=12&sort_mode=created_desc&desp=15&offset=0&imageId=154

"terrainf" has the new foliage plugin enabled.

Fossi's Summer of Code branch (the impostors branch) has a version of one of the terrain maps, except the trees are generated using OpenTree, and they make use of LOD impostors.
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