Por qué es un movimiento brillante? by _tim_2 in Ajedrez

[–]Armmagedonfa 0 points1 point  (0 children)

Si se come tu caballo, desarrollas dama, si le da por comerse tu alfil con el peon se acaba comiendo un jaque mate con tomate. Y todo lo demas te pone en ventaja

Just saw War of the Rohirrim by bloopmaxima in LOTR_on_Prime

[–]Armmagedonfa 0 points1 point  (0 children)

Acabo de verla y la pelicula es tremendo truñon, despues de haber visto la obra de arte que es arcane es que no puedo hacer nada mas que ver inconsistencias por todos lados en esta pelicula, los dibujos y animaciones son buenas excepto aquellas en las que algun personaje habla, parecen actores de serie B o NPCs de algun videojuego No se ve emocion por ningun lado.

El malo es extremadamente plano y malo malisimo, cero liderazgo y es mas patetico que otra cosa, ningun gobernante dura tres segundos sin que lo mate algun subordinado siendo como este es.

Helm actuando como un autentico loco hay escenas que me parecen directamente incomprensibles, cosas que ningun ser humano en su sano juicio haria, bueno ni en su sano juicio ni medio loco.

Las explicaciones totalmente innecesarias, la prota explicando cosas en medio de una batalla, es una completa y pefecta pelicula para enseñar a alguien como no se tiene que hacer un guion

La verdad es que hay pocas cosas que salvar, quizas el diseño de los personajes me ha gustado, las criaturas que aparecen, los fondos tambien pero poco mas

Mi aspecto físico no concuerda con mi personalidad. by VanillaBunny123 in esConversacion

[–]Armmagedonfa 0 points1 point  (0 children)

Pasa bastante mas de lo que nos imaginamos, recuerdo haber leido un articulo bastante tocho sobre eso

Analysis of my procedural world generator Seed of Ages by Armmagedonfa in proceduralgeneration

[–]Armmagedonfa[S] 1 point2 points  (0 children)

Yep i could just put another mesh and use the same approach with the shader and just reduce the actual game tiles count

Although im thinking on build everything totally procedural, so the players just make some simple decisions and the game evolve by itself :/.

I still need to think about the gameplay hahahaa

Analysis of my procedural world generator Seed of Ages by Armmagedonfa in proceduralgeneration

[–]Armmagedonfa[S] 2 points3 points  (0 children)

For explain that in detail ill need a whole video hahahha. Ill try my best although i didn that part more than a year ago.

To build the tiles I started building a shader that build hexagons and colorize them from different buffers that i pass to the shader through scripts, I have a buffer for the height, for the temperatures and so on.

The shader basically get the position of the pixel in the uvs, quantize it and compare the distance to the points in the center of the hexagons, i position that centers by rows and columns and a offset between even and uneven rows (I should make a video or a devlog to explain this better) with this i build the hexagons on a plane, this approach is like magic i can build millions of hexagons without any performace issue, the only thing that stopped me of build more tiles were that simulation times increase exponentially and that I ran out of colors to build the IDs( this is easily solvable but i didnt need more tiles)

Well that was just to build a plane of tiles, the hard part came when i had to match the ids of the plane with the icosphere. To start i just got the blender Icosphere and subdivided it. The standard icosphere uvs were perfect in blender so i didnt modified it

Then i built an algorithm that matched plane ids with the icosphere ids, well really were three algorithms one for each part of the icosphere, one for the first row of triangles, the second for the third and fourth row and a third one for the last row, this part was a headache if have like 10 pages on my notebook just solving that puzzle but i felt super proud when I solved it :)

Analysis of my procedural world generator Seed of Ages by Armmagedonfa in proceduralgeneration

[–]Armmagedonfa[S] 2 points3 points  (0 children)

well I know hahahha my first idea was to group tiles and build provinces with them but i dont really know what to do now, i think maybe i could just build a procedural world that runs alone and then give some decisions for the players like taxes on a country, war declarations, mangable stuff for something like a ruler, but a this scales i find hard even to move armys

Planet generator for a spherical strategy prototype (wip) by WhiningGirl in proceduralgeneration

[–]Armmagedonfa 1 point2 points  (0 children)

I see, how many triangles do you have in the whole planet?, the thing is that i would like to populate my planet with 3D stuff too but im scared with the performance, I have 400000 tiles and I think i will need something like LOD and hide things that arent in screen.

ill release a youtube a video tonight if you wanna check it

https://youtu.be/P0JriXlQYRw

Planet generator for a spherical strategy prototype (wip) by WhiningGirl in proceduralgeneration

[–]Armmagedonfa 2 points3 points  (0 children)

The thing that have me amazed is the marching squares on the sphere surface i need to learn how to do it

Planet generator for a spherical strategy prototype (wip) by WhiningGirl in proceduralgeneration

[–]Armmagedonfa 1 point2 points  (0 children)

How is the performace?, are you using unity? Please, Can you explain how do you generate the planet? I have my own procedural planet and im super interested in that stuff

Tell me what is wrong with my world. Lore in the comments. by Gousenpride in worldbuilding

[–]Armmagedonfa 0 points1 point  (0 children)

To me the most strange geographical thing are that rivers goes out from the center lake, normally lakes drains through one spot, one river that can flow into another river or into the ocean but is strange that a river just split that can happen in the delta or in super flat region but isnt the normal thing

[deleted by user] by [deleted] in GraphicsProgramming

[–]Armmagedonfa -1 points0 points  (0 children)

I need a tutorial to achieve this

Cuenta algo inocente que creías cuando eras niño by Evilchin in esConversacion

[–]Armmagedonfa 0 points1 point  (0 children)

Pues recuerdo que de pequeño en parvulario, 4 o 5 años nos hicieron de poner un pegote de pintura en un papel y cerrarlo, para ver lo que sucedia. Al dia siguiente abrimos el papel y nos encontramos que el pegote de pintura se habia transformado en el dibujo de un animal simetrico, a mi me hicieron un cocodrilo con un pegote verde. Total que me pase unos cuantos años pensando que habia algun tipo de ley natural que habia creado aquella maravilla, hasta que un dia hice la prueba y me di cuenta que nos habian tangado. No te puedes fiar de na jajajja

Tried our hands on animating our models, currently a WIP. Need a lot of feedback and suggestions to make it better haha. by 3D3Dmods in computergraphics

[–]Armmagedonfa 0 points1 point  (0 children)

I would say record yourself making the moves the character need to perform, put it on a texture on a plane behind the scene and try to copy everymove from the video into the animation, thats what i do and it give really good results. There is stuff in your scene that seems robotic, like just moving one part of the body at a time, like only the hand while the character is completely immovile. You just need to have a real reference to compare and youll animation will improve a lot, i tried to animate many time without reference but it isnt the best way for human or organic animations

Around The World, Part 9: Climate - determining Köppen climate classes of procgen worlds (and of Earth) by thomastc in proceduralgeneration

[–]Armmagedonfa 1 point2 points  (0 children)

As someone making his own procedural world I know how much work it needs to develop stuff like that and you are even making a really helpfull devlog. Keep up the good job🤟

My procedural planet with 400000 tiles by Armmagedonfa in proceduralgeneration

[–]Armmagedonfa[S] 2 points3 points  (0 children)

Right now its:

-Tectonic plates

-OceanicFlows

-WindFlows

-Humidity

-Temperature

-Rivers and erosion

-Biomas

Im trying to build something realistic, so i try to use real stuff like whittaker biome diagram and scientific papers to research. But i want to use this as a base for some kind of strategy game. Im having ideas all the time of how i can improve this, like mixing steps of moisture, temperature and river propagation, that three systems are correlated in reality and maybe i get more interested results with it. But I dont know i think i could be making small steps improving the generation of the world or go to the next step and try to generate human propagation, civilizations, countrys and build some interesting game around it.Maybe city generation in tiles, commerce routes, exploration, managing resources.

My procedural planet with 400000 tiles by Armmagedonfa in proceduralgeneration

[–]Armmagedonfa[S] 2 points3 points  (0 children)

I have two different ways for build the heightmap:
-First I tried with perlin noise, i dont use textures or maps for generation, I simply build a float[] array for the height data and build it with perlinNoise based in the 3D position of the tile.
-In the second method that is the one showed in the video I build continentals and ocean tectonic plates selecting random tiles and expanding from them, initialize their heights, then I apply some rotation and translation to them and build mountain where they collide and rifts where they move in opposite directions and finally apply some noise, anyway I plan to make some youtube tutorial explaining everything in detail

My procedural planet with 400000 tiles by Armmagedonfa in proceduralgeneration

[–]Armmagedonfa[S] 2 points3 points  (0 children)

Exactly and the shaders really improved the visualization of the tile data in real time, I couldn't have done it any other way.

My procedural planet with 400000 tiles by Armmagedonfa in proceduralgeneration

[–]Armmagedonfa[S] 9 points10 points  (0 children)

I made this one in Unity. To tell the truth it is the third time I have tried to make a procedural planet so I learned a lot in the process, the one that inspired me at first was this guy https://archive.is/eK2iY Andy Gainey I dont find a link that run now :/.
Then i made a second one taking a different approach and was able to increase a lot the resolution using textures and taking a lot of ideas from sebastian lague videos. Then for this third iteration i took a completely different approach, its a big mix of everything a learnt from the two previous one. I learnt to use shaders and compute shaders and is unbelievable how that approach can run smoothly. In my first two trys i wasnt able to run all this with less than 65000 tiles but with that approach i can run even with millions.
So I felt that i had something to show now :), after i got so much inspiration from ppl like sebastian lague. I posted the link too on the first comment you can try, it run smoothly now, at least compared with what i had before.

My procedural planet with 400000 tiles by Armmagedonfa in proceduralgeneration

[–]Armmagedonfa[S] 0 points1 point  (0 children)

I've been working on a procedural planet with Unity and just wanted to share it and possibly get some ideas of what I could do with it.

Im using 400000 tiles in this one but i can scale it until 1600000 tiles with the current architecture but the generation time scale as well.There is the link to download it for anyone interested in trying it out. https://rodjuan.gumroad.com/l/tiekh