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Author Topic: Real-time fractal landscape project  (Read 5743 times)
Description: Fractal landscape
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DaveH
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« Reply #15 on: August 11, 2012, 02:21:34 PM »

Yep, his code is very inspiring indeed. It really got me moving forward with learning OpenGL properly.
He even included my first landscape code on his Shader Toy web page! cheesy
http://www.iquilezles.org/apps/shadertoy
Dave.
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DaveH
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« Reply #16 on: October 20, 2012, 11:30:25 PM »



No video as yet, but things have moved on a bit. So I'd thought I'd bung a screeny over. grin
I've managed to get the 2D noise and derivatives down to 5 short lines of code! And it's used everywhere so things sped up quite a bit.
I've put box-bounded distance field objects in, which means I can have a DE algorithms rendering in any area of the landscape. And they only get ray-traced from withing their bounds, so they can be fast to unnoticeable on GPU, large fractals can be a bit of a struggle though.
So I can now create weird spongy creatures and giant moving sculptures on mountain tops etc, etc.
Also there's dynamic weather and lightning effects, as well as underwater and refraction. Plus subtle sound effects like wind rush and water.
A long way to go yet though... when will it ever end!!  smiley

Dave H.
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schizo
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« Reply #17 on: October 22, 2012, 10:17:31 PM »

really impressive stuff.  shocked there are universes between your world and my first tests with landscape generation at the beginning of the nineties on amiga wink
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DaveH
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« Reply #18 on: October 30, 2012, 11:16:17 AM »

Here's the latest with weather, water, and a distance field object:
<a href="http://www.youtube.com/v/-L_C3VMt4wM&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/-L_C3VMt4wM&rel=1&fs=1&hd=1</a>
I was pleased how the water ripples from the rain came out from just adding a random normal vector to the reflection.
« Last Edit: October 30, 2012, 11:24:47 AM by DaveH » Logged
cKleinhuis
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« Reply #19 on: October 30, 2012, 12:29:24 PM »

what an awesome project, are you in need of de fractals pr would it be possible to include a non-de renderer as well !?
would love to place mandelboxes in there wink

regards
ck
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DaveH
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« Reply #20 on: October 30, 2012, 12:52:00 PM »

I can place any de algorithm in a rotated, scaled and positioned cube. They are quite cheap to render until you get really close then the realities of realtime rendering kick in, and it can get quite slow. I've tried a mandelbox in it, which would make a great treasure chest for an adventure game, but as far zooming in, it's as expensive as expected.
It would be interesting making creatures out of distance field objects, say with mandelbulb heads!!
*edit* What do you mean by 'non-de renderer' ?
« Last Edit: October 30, 2012, 02:39:20 PM by DaveH » Logged
eiffie
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« Reply #21 on: October 30, 2012, 03:44:08 PM »

Very nicely done! Of course we want the code smiley
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weavers
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« Reply #22 on: October 30, 2012, 04:41:22 PM »

_______________________________________________________________________________________________________________________ ______________________________________________


For instantaneous locations of Art and Film Reviews by All Masters featured go to see REPLY#12 in the  " huge lack of comments" section


                                 More commentaries in
                       THE FRACTAL FORUM CELEBRITY NEWS
   ____________________________________________________________________



                      THE FRACTAL FORUM CELEBRITY NEWS
                                    DAVID HOSKINS
                Celebrities : 3D INNOVATORS AND EMANCIPATORS

Today we would like to honor this Artist :
MORE COMMENTS : WHO IS IN THE FRACTAL FORUM CELEBRITY NEWS ?


The film maker shaker MAGICIAN PROGRAMMER, is in todays news!
He is experimenter, animation leader, who wrote a program, and concocted a tremendously powerful game like animation demonstrating landscapes of panic, well thought out scenes of a desolate world waiting to consume you body and soul!   Today, we look inside your movie, and see there are multi-day doom like channels, telling visual stories, in which you express your visions special darkness depending on hell like tetanus terrains with rains in the dark field of brains! Check out this mans film, it's must see yes sir ree! See this film it is one of his best!

Today we like to honor this Programmer film maker.

Greetings and Salutations,
Greetings and Salutations,
Greetings and Salutations, 2 you MASTER  DaveH : aka : David Hoskins.


We would like to present 2 you his mysterious film called : "THE  FRACTAL  TERRAIN 4, water and distance field". Rendered and created by The Master DaveH! in the year 2012 on Earth.


films 1: " THE  FRACTAL TERRAIN 4, water and distance field "

FRACTOLOGIC FRACTAL FORUM FILM REVIEW :





see it here> <a href="http://www.youtube.com/v/-L_C3VMt4wM&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/-L_C3VMt4wM&rel=1&fs=1&hd=1</a>



Intro  :

Oh rock we do see raindrops, fills spills down in worlds dark deaths, left, as the last tide of hopes, happiness gets crushed to death, like mush inside your dark doomy world, without girls, only filled with doom, in your Fractal terrains room! Do more!


 

PICTORIALITY CONSTRUCT!
Heres what we think : It is an amazing exploration safari, on which you invite us to come along. What we like is the edge, cutting our minds eyes with awesome unbelievable pictures, of your private hugger films worlds.

MUSIC CONSTRUCT :
AMBIENTAL SOUNDS OF REAL STORMS, HARNESSING THE INNER NOW EVENT IN ONES CONSCIOUSNESS, THAT ONE EXPERIENCES, IN REAL TIME, IN REAL RAIN WE HEAR IT FALLING. REAL WATER WE SENCE WE ARE GETTING WET TOO!

BACKGROUND CONSTRUCT :
[SECONDS INTO FILMS AT 2:12 ] WE LOVE THE FORE-WARD TRUST OF THE CLOUDS MOVING ABOVE THE HEAD OF THE VIEWER! Also the wispy crinklyness of your clouds, are so cool we drool!
The delectability of tonal colors are enormously harmonic, in so far as creating appropriate atmospheres are concerned. The noticeable jerkiness, of the frames, work in your favor, because it lends credence to the concept, that ones head, would be rotating sharply this way and that trying to discern what direction to take next, excellent! There is the feeling of realness, getting inbound in your expression to us, when looking in your reality exploring. Cool! The levi of excellence, you break quality wise gets the prize in our eyes, demonstrates yummy not crumy perfectly in tune, you are so far as a background sky accompaniment denoting the feeling relationship wise, with the topographies ragged desolateness, forcing the viewer to explore or
die!

LIGHTING CONSTRUCT :
Lighting  comes embedded in deaths extraordinary tones of dark black glooms, in each of your picture frames! Light softly flows almost in-perceptively in gray tones of bleakality  harmonics engages a soul lost on your world of hopelessness!

Breakdown
[ seconds in to scene at 0:21 ] here : we see a landscape rapt bare, not a tree to be seen anywhere! Love the black vomit tonalities you engender, and we love the tony bonies tones black clouds doomy rowdy that permeates your skies, exciting our eyes, yes, good this game insane will be . ..and yes that little mountain in the center of the pictoriality lends mystery, love the pus soaked orchid yellow color on the mountain next to the right of the picture frame in 0:21

Breakdown analysis to be continued :











Here you can enjoy another exploration to see his artistry in his movie called the " CRAZY FRACTAL WORLD-TERRAIN RENDERING 3 ",  the snippets of his films is a real pleasure for the gamer connoisseurs eye! !

see it here > <a href="http://www.youtube.com/v/8-5Z_031x00&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/8-5Z_031x00&rel=1&fs=1&hd=1</a>

Here we see the Artist gets ambitious with a voice over offering dialogue, with musical accompaniment and at [ seconds in to scene at 1:53 ] we hear a,' humbaca,' Alien creature that is unseen speaking to us, lamenting death, as he says : " Hum maca cam muss jib," Check it out what the dudes got to say to you!


Thanks great stuff !



Assessment        :  Architectural Fractologist filmologist :  
Recommendation :  O
Commendation    :  Space Techno Artistry pièce de résistance [ FRACTAL FORUM SPACE ART AWARD ]

  Creator, !  Ecrof si ni ouy!

Opinions cheerfully expressed, whether in consensus or in disagreement, help understanding and collaboration with one another! Peace Be with you.
                                                      


[  Ergo fractal may come to reside within it self, in comfortable self similarities of it self, unchallenged by time and thus fractalized eternally into similar self infinities indefinitely.  ]




MASTER DAVID HOSKINS REPLY#131 LINK>http://www.fractalforums.com/discuss-fractal-forums/a-huge-lack-of-comments/msg53656/#msg53656




                                               The fractal forums, the possibilities are infinite!






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« Last Edit: October 30, 2012, 04:46:07 PM by weavers, Reason: installments » Logged
cKleinhuis
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« Reply #23 on: October 30, 2012, 04:51:17 PM »

with non de i mean the non distance estimator type of fractals
you could limit the resolution of the boxes, so that realtime would not hit too hard wink
perhaps rendering into billboards instead of 100 percent perfect fitting, surely the billboard has to be updated every frame, but this way you could limit the resolution of the billboards ....
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divide and conquer - iterate and rule - chaos is No random!
John Smith
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« Reply #24 on: October 31, 2012, 01:24:06 AM »

By real-time, do you mean you recorded the path in real-time and then rendered? Or is this how it looked as you were flying through?
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Formerly LAR2. Sorry for confusion
DaveH
Explorer
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Posts: 57


« Reply #25 on: October 31, 2012, 03:18:19 AM »

I flew about and recorded it with FRAPS, it rendered at about 120 fps at 1280x720.
Exported with VirtualDub 264 export, which the best way I could find to shrink the video enough and keep colour resolution.
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cKleinhuis
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« Reply #26 on: October 31, 2012, 01:54:19 PM »

is executable available for download ?!
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divide and conquer - iterate and rule - chaos is No random!
DaveH
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« Reply #27 on: October 31, 2012, 06:11:01 PM »

Not this time sorry, the previous versions are playable though. I got put off a bit by some guy telling me how he enjoyed hacking into my shader code and taking my ideas for himself. I realise that's not in the spirit of sharing but the more weeks I spend on it, the more guarded I am, as I hope to get a Kickstarter project going for a possible game at some point. Especially as it was announced today that Kickstarter is now in my country; UK.
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hobold
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« Reply #28 on: November 01, 2012, 12:43:35 AM »

I got put off a bit by some guy telling me how he enjoyed hacking into my shader code and taking my ideas for himself.
Sidenote: if he was the type of guy who felt a need to tell you, he probably wasn't really that dangerous. The quiet professional thieves tend to do much more harm overall.

(And as much as I personally wish we could all afford to share more of our ideas, I do not condemn those who do not have that freedom.)
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DaveH
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« Reply #29 on: November 26, 2012, 03:24:26 PM »

Small update. Shows preliminary tree rendering and lush grass effects.
<a href="http://www.youtube.com/v/WP-OgGWmbXU&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/WP-OgGWmbXU&rel=1&fs=1&hd=1</a>
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