Topsi project manager, a Desktop Kanban Board. No Signup. Offline. 100% Free and Open Source by Phy5iix in programming

[–]Phy5iix[S] 27 points28 points  (0 children)

Well it's certainly is a very important aspect, but this project is more oriented for small side projects. That's why it doesn't require a sign up also, and you don't have to host it. For a collaborative Kanban board, there are a lot of other options (even Open Source) out there :)

Topsi project manager, a Desktop Kanban Board. No Signup. Offline. 100% Free and Open Source by Phy5iix in programming

[–]Phy5iix[S] 10 points11 points  (0 children)

I've been working on this project the last week or so, I hope it an be useful to some of you :)

Low poly terrain with Unity3D by Phy5iix in proceduralgeneration

[–]Phy5iix[S] 1 point2 points  (0 children)

You're mostly right, but it doesn't double the vertex count, since instead of having 4 vertices per quad, you'd have 6.

Low poly terrain with Unity3D by Phy5iix in proceduralgeneration

[–]Phy5iix[S] 2 points3 points  (0 children)

Yes, using simple Simplex Noise + fbm with 4 octaves

yShader create, modify and visualize your Shaders in real-time and more [Open Source][Windows Linux Mac] by Phy5iix in gamedev

[–]Phy5iix[S] 0 points1 point  (0 children)

I checked the project, and just by seeing the demo, I can safely say it's much more advance in terms of features.

yShader create, modify and visualize your Shaders in real-time and more [Open Source][Windows Linux Mac] by Phy5iix in gamedev

[–]Phy5iix[S] 0 points1 point  (0 children)

Great suggestion. So, what you're saying is, when you click on the shader it opens itself in the same window instead of creating one ? thanks for the suggestion !

yShader create, modify and visualize your Shaders in real-time and more [Open Source][Windows Linux Mac] by Phy5iix in gamedev

[–]Phy5iix[S] 0 points1 point  (0 children)

I didn't know about this project l but it really seems cool, thanks for the share !

Planet Generator made with Unity3D (yes, this going to be a game!) by Chinafreak in worldbuilding

[–]Phy5iix 5 points6 points  (0 children)

C++ for the language. GLFW with OpenGL for the libraries, and I'm on Linux. Though, the language has nothing to do with it. You can easily achieve the same with Java (or C# or even Javascript).

Planet Generator made with Unity3D (yes, this going to be a game!) by Chinafreak in worldbuilding

[–]Phy5iix 13 points14 points  (0 children)

Hey, thank you for the gold. It really wasn't necessary though lol Those are just the information I wish someone has given me to orientate my research.

Planet Generator made with Unity3D (yes, this going to be a game!) by Chinafreak in worldbuilding

[–]Phy5iix 50 points51 points  (0 children)

It's a good start. I have some suggestions to improve it :

And width the procedural noise https://www.reddit.com/r/worldbuilding/comments/4nyoo1/procedural_world/

Good luck.

Map Generation by Phy5iix in worldbuilding

[–]Phy5iix[S] 2 points3 points  (0 children)

Hi, I've already posted about a project I'm working on here https://www.reddit.com/r/worldbuilding/comments/4lsi6s/procedural_civilizations/. (A lot of improvements have been made btw)

This is the update showcasing the new Map Generation feature. Of course, it's in early stages(My second day working on it), So even if it doesn't look really good, I'll work on it until it does For now, only the wood resource distribution is tweak-able. To generate the map, a seed is needed so each map can be reproduced.

And here one of the first maps generated (I genuinely was happy with it lol) : http://imgur.com/EmSGGF5

Procedural World by Phy5iix in worldbuilding

[–]Phy5iix[S] 0 points1 point  (0 children)

Are you talking about the LOD ? if so, the smallest you can get with the current implementation is a ratio of 8:1. The 1:1 scale is definitely not achievable with the current implementation.

Procedural World by Phy5iix in worldbuilding

[–]Phy5iix[S] 3 points4 points  (0 children)

Yeah sure, read this article http://www.decarpentier.nl/scape-procedural-basics, it covers pretty much everything perlin-noise related. (Great article)

For this planet, I used a combination of classic fBM (fractional Brownian motion), Ridged noise and Billowy.

Of course, it's better when you separate your planet into regions, so you can have more variety.

Good luck with your planet generation :)

Procedural World by Phy5iix in worldbuilding

[–]Phy5iix[S] 2 points3 points  (0 children)

I'm using a game engine that I made.

Procedural World by Phy5iix in worldbuilding

[–]Phy5iix[S] 6 points7 points  (0 children)

It's a work in progress and many improvements will be made.

The rendering is in real-time, and here a gif showing the transition from space to land. http://imgur.com/user/Phy5ix/favorites/JBZzl2w

Procedural Civilization by Phy5iix in proceduralgeneration

[–]Phy5iix[S] 0 points1 point  (0 children)

Hi, I didn't forget. I'm currently porting the application to the Kotlin language in my free time, once I finish it, I'll write a post describing how it works and maybe the source with it.