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Author Topic: Hello from the UK!  (Read 1301 times)
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DaveH
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« on: May 20, 2012, 10:07:03 PM »

Hello from the UK, I've been popping in this forum for a while, and I've created my own fractal landscape thanks to everybody's enthusiasm here.
Here's my video and you can download the actual file for Windows, it's only 122K.
<a href="http://www.youtube.com/v/tw1GncYrowc&rel=1&fs=1&hd=1" target="_blank">http://www.youtube.com/v/tw1GncYrowc&rel=1&fs=1&hd=1</a>

Executable...
Use the mouse and 'WASD' keys to move and space-bar to speed up.
Left/Right Cursor keys move the time of day backwards and forwards!
Hit Escape to quit.
Needs a decent GPU to run, have fun!
Executable: http://www.quikquak.com/media/DH_Terrain_2.exe

Thanks,
Dave H.
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cKleinhuis
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« Reply #1 on: May 20, 2012, 10:13:17 PM »

hello and welcome to the forums, great haze effect, and stunning depth!
and the day/night changes are nice as well ... water could be more "movin" great project! welcome abroad!
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divide and conquer - iterate and rule - chaos is No random!
Syntopia
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« Reply #2 on: May 20, 2012, 10:22:41 PM »

Excellent work. And very fast too: runs like a charm on my Laptop's GeForce 310M.
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DaveH
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« Reply #3 on: May 20, 2012, 10:23:25 PM »

Hey thanks!
I wanted the water to be subtle after looking at many pictures of lakes from around the world. Water rendering always seems over the top to me, it's almost as if the programmer is saying "I can do this effect, therefore I must show it off to the max!"  grin
The waving dark patches on it are meant to imitate the non-reflecting wind effect that blows over lakes. It doesn't work as well as I wanted, but it's cheap on the pixel shader, which is always the compromise. *sigh*
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cKleinhuis
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« Reply #4 on: May 20, 2012, 11:41:42 PM »

just flew around, in fact a landscape sim like this in realtime is something i was wanting since my first view of fractal mountains, and this landscape is HUGE ! congrats, and randomly found the "SHIFT" wireframe function ... no culling using wink ?
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divide and conquer - iterate and rule - chaos is No random!
cbuchner1
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« Reply #5 on: May 20, 2012, 11:53:32 PM »

Great project!

Do you want to share some details how it's done? Do you have a base mesh that gets more refined on the GPU?
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Tglad
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« Reply #6 on: May 21, 2012, 12:50:39 PM »

Yes great, I'm interested in the terrain generation method too.
There are four ways that I know about for doing mountains, diamond-square or plasma fractal, perlin noise (lots of sine waves) and Voronoi noise. Are you using any of those?
Here's one I did- http://www.fractalforums.com/programming/plasma-fractal-landscape
(low res cos it's a single thread software point renderer).
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DaveH
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« Reply #7 on: May 21, 2012, 02:40:57 PM »

Thanks for the kind words.
It uses 5 levels of Perlin for the actual vertex position and a further 12 levels for the fragment shader.
The fragment shader calculates a height for each pixel position which gives the illusion that it's really high poly count.
The colours and shading are based around a few 'if' statements with variables like height and normal values, which took a LOT of tinkering, but it was fun.
The reason back-face culling is not turned on is that each block of ground, say 128x128, is only 1 single strip with degenerate polygons at the ends of each line to carry on to the next, I also needed the polygons to have the same slant direction so I could perform the LOD transitions smoothly.
The lack of culling is not so bad, as it uses deferred rendering, which means that each pixel is only calculated once, water included.
I wanted to make a graphical roaming adventure with giant black spiders walking about the place (imagine the horrific silhouettes!), and all of it to be generated out of cylinders and cones. But it dawned on me that I don't have the years of dedication (or the money) to actually get it done. sad I loved doing it though, it's the sense of scale that draws me in to these fractals.

Cheers,
Dave H.


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cbuchner1
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« Reply #8 on: May 21, 2012, 02:49:50 PM »

So if this project isn't going any further, why don't you put it up on github or sourceforge as open source? So people can learn a thing or two from your implementation. You could put it under GPL license it if you don't want anybody to incorporate it into commercial software without sharing his source code too.
« Last Edit: May 21, 2012, 02:51:51 PM by cbuchner1 » Logged
Tglad
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« Reply #9 on: May 24, 2012, 01:09:11 PM »

Giant black spiders, with evening light to give long shadows.
You can do it! it would be cool. Start with a cylinder and sphere mesh and hard code some simple walking animations, no skinning.
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HeBeGeBe
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« Reply #10 on: May 29, 2012, 02:48:13 AM »

Wow, that's awesome! It makes me think my dream of creating a world creation sim game using fractals is possible. afro
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DaveH
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« Reply #11 on: June 01, 2012, 01:13:35 PM »

Hmm, you know I don't think I'll abandon it just yet, perhaps I could add it into a game engine like Unity or something, which already has things like sound and physics. As the landscape is generate on the CPU, it can also be deformed, at least until it gets generated again in the distance. So I could have mining creatures that carry stuff off to a lair or something weird like that. smiley Sorting out the water will be a nightmare with that though.

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cKleinhuis
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« Reply #12 on: June 01, 2012, 01:20:15 PM »

is there some version of "speedtree" that could be used freely ?
i love the dynamically created woods, grass and plants would fit perfectly wink
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divide and conquer - iterate and rule - chaos is No random!
DaveH
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« Reply #13 on: June 01, 2012, 03:27:18 PM »

I tried putting grass in using textures, and it actually speeded up the renderer because they hid the landscape from view, saving the fractal calculations. The trouble is, they looked too much like game graphics and didn't mix well with the background. It would be cool to go down a completely resource free route - including sound FX, which could be synthesised. A massive game with just an executable - very cool.
I've not looked at speedtree in any depth, I'll check it out again, thanks. I would really like a forest with all different trees, and they got to be strange Sci-Fi trees of course. grin
Dave.
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DaveH
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« Reply #14 on: June 01, 2012, 03:35:37 PM »

Just looked at speedtree's prices -  surprised ugly
I'll just have to make them myself, how hard can it be? *gulp*

.
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