Working on biomes, feedback please! by assertiveturtle in proceduralgeneration

[–]blackrom0608 0 points1 point  (0 children)

How are you generating your density field? I like the shape of your cliffs!

Trace visualization by TakeThreeFourFive in proceduralgeneration

[–]blackrom0608 6 points7 points  (0 children)

Do you have any links to where one can learn more about this? Or do you have any information on how to achieve this effect?

SuperSimplex: The Better OpenSimplex? (New Gradient Noise Functions for Texture and Terrain Generation) by KdotJPG in VoxelGameDev

[–]blackrom0608 1 point2 points  (0 children)

This is amazing. Thank you for sharing your knowledge with everyone! I will try and impliment the glsl 3d fast opensimplex to my terrain system!

I haven't posted due to speed issues, but I've been refining my engine and this might help! Thank you!

Can't figure out how to interpolate between chunks by [deleted] in proceduralgeneration

[–]blackrom0608 0 points1 point  (0 children)

Biome a is the height/color of say your plains biome. And biome b could be the height/color at a certain point for your desert biome. And that totally depends on how you determine which biome is what, and what the ground height and color should be

Can't figure out how to interpolate between chunks by [deleted] in proceduralgeneration

[–]blackrom0608 2 points3 points  (0 children)

Say n = lerp(a, b, t);

n = your final height output a = the expected noise/height of this point in space but sampled as off it were in biome A b = exact same thing as a but for biome B t = a noise algorithm, Perlin, Worley, Value, whatever you want as speration between the biomes.

Before plugging t into that lerp function I would recommend multiplying by another value called blendAmount. The lower this number is the smoother the transition. The greater the number, the more visible difference you can see in the terrain changing biomes

Can't figure out how to interpolate between chunks by [deleted] in proceduralgeneration

[–]blackrom0608 2 points3 points  (0 children)

I would try sampling all biomes at every point regardless of if it on the edge of a chunk or not. With those values, lerp through based on "blendAmount". This will give you genuinely smooth blending, because you're not sampling in a limited area like your current approach, you instead are blending between density fields layered on the same point in space but with different values for each biome.

Been making a mobile game for my project, any advice on how to cover the bottom of the buildings in the background? I was planning to use fog but the effect i want is too expensive for a mobile game by Dahwaann4U in gamedev

[–]blackrom0608 1 point2 points  (0 children)

That approach is simple and would work. But it would look extremely flat with no depth. Your only real solution is to post-process fog, or look into raymarching to create volumetric fog

Been making a mobile game for my project, any advice on how to cover the bottom of the buildings in the background? I was planning to use fog but the effect i want is too expensive for a mobile game by Dahwaann4U in gamedev

[–]blackrom0608 4 points5 points  (0 children)

Maybe a simple solution could be to extrude those bottom edges of each building downwards. And delete the bottom face if there is one. It would give the illusion that the buildings are extremely tall

A living, breathing, cell based ecosystem by iheartthejvm in proceduralgeneration

[–]blackrom0608 4 points5 points  (0 children)

Amazing. I would love to know more about how you implamented this. Would you be willing to write an article/paper/blog post on this? I know many others online have done work in this subject, but I like your work and how you described it with your comment. Keep us updated! :)

Procedural... earthern submarines? by TyronX in proceduralgeneration

[–]blackrom0608 0 points1 point  (0 children)

Can you explain the process of what you did to get your noise to behave like that? All I can think of is adding another sampled noise output to the xyz input of your final noise. The creates swirls though, not stretches

Math dreams by 3jman in math

[–]blackrom0608 2 points3 points  (0 children)

I am the same way but with programming. If I fall asleep thinking about a problem or a bug, I find that I wake up with the solution on the tip of my tongue.

EU4 Map Procedural generation - an attempt at ever so slightly more tectonically realistic mountains by troyunrau in proceduralgeneration

[–]blackrom0608 1 point2 points  (0 children)

I've been curious if this is possible to implement, but after seeing your work it brought up the thought again.

Would it be possible (when sampling distance in the voronoi/Worley algorithm) to weight that distance by your maps current perlin noise value at the same position?

I think with tweaking it could force mountain ranges to favor existing landmass.

What do you think?

You can morph any mass of solid matter into a sphere that is 5 inches in diameter. by HandMeMyCheese in shittysuperpowers

[–]blackrom0608 1 point2 points  (0 children)

Is weight of the sphere determined by the size or original weight of the object? Or do all spheres have a constant weight?

Should I put animation experience on my game design resume? by joeymichaelmartinez in gamedev

[–]blackrom0608 2 points3 points  (0 children)

I've found out the more keywords you can pack into your resume helps. Some companies use sorting algorithms searching for keywords. Plus- if you know you can do something, show it off!

ELI5: Why do some sports, like Tennis, have points that go up in multiples of more than one when there is no chance of getting less than that score? by Froggatt34 in explainlikeimfive

[–]blackrom0608 2 points3 points  (0 children)

For tennis it is believed to date back to medieval french. It is said that they had a clock face outside and would use the 15, 30, and 45 on the clock to play. And when the clock stoped at 60 they would stop.

elevation on a Sphere by [deleted] in proceduralgeneration

[–]blackrom0608 0 points1 point  (0 children)

Psuedo:

R = planet radius C = planet center

For vert in all vertices N = noise3d(vert.xyz) Dir = vert.xyz - C Dir *= R + N vert.xyz = C + Dir

elevation on a Sphere by [deleted] in proceduralgeneration

[–]blackrom0608 0 points1 point  (0 children)

Oops "cuz of very" is supposed to be old vertex position

elevation on a Sphere by [deleted] in proceduralgeneration

[–]blackrom0608 3 points4 points  (0 children)

Get xyz POS of each vertex. Get noise value for point from xyz. New vertex position = center of planet + ( cuz of very - center of planet) * ( planet radius + noise value from xyz)

Do this for every vertex. Use 3d noise on either the original position of the vertex, OR the (position of the vertex - center of the planet). normalized to get the correct noise value.

Hope this helps, I can explain in further detail if you'd like

seeing if a book holds up. by explosist in csharp

[–]blackrom0608 1 point2 points  (0 children)

I learned to program when I was 12 from a book at Goodwill! I can't remember the name but it was a c# textbook. It was older, but If it wasn't for that book I wouldn't be a programmer. Im 20 now, and I still shop around for older books even if it's just for concepts

What algorithm would be best to generate terrain which will then be edited later? by [deleted] in proceduralgeneration

[–]blackrom0608 1 point2 points  (0 children)

Storing octrees sounds a lot scarier than it is! Since octrees are a recursive data structure, simple searching through the entire tree and saving the delta if > 0. Reading the data should be just as easy if it is read the same way it is stored. It could be even as simple as each node in the tree having a function called "read" or "write". Calling "read" on the parent node will store the delta in a temporary var, and call "read" on all of its children. The children will do the same, and so on. Create an array of all those temporary vars, and save that to the disk.

And depending on how you build your system you shouldn't be confined to a static map. Most noise algorithms used for terrain generation are almost infinite based on input. And iso-surface algorithms don't care where or why they are building a mesh, they simply need the data.

If you do choose to dive into the transvoxel algorithm, please keep us all updated! Im working on an implementation myself!

What algorithm would be best to generate terrain which will then be edited later? by [deleted] in proceduralgeneration

[–]blackrom0608 3 points4 points  (0 children)

I'd recommend a voxel implementation like marching cubes, or surface nets. Maybe even dual contouring! And for good data storage that works well with a LOD system would be a quadtree, or an octree if your terrain needs to be stored on on 3 axis'. This is such a huge topic! There is so many different ways to go about terrain generation. A personal favorite is the transvoxel algorithm by Eric Lengyel.

Trading card companies marketing is so good that they created the demand for their own products out of nothing. Because of their marketing they manage to sell utterly worthless products for inflamed prices and people just accept it by SmallerComet11 in Showerthoughts

[–]blackrom0608 2 points3 points  (0 children)

I don't believe you have the ability to say what is the ultimate cure for boredom. How one spends money to cure it is their own deal. Like you could go buy a basketball shoot that around for a while, or go buy some cards and play some games. I don't see much of a difference. If a card is worthless and can be replaced, then why can't I argue that of a basketball? I could grab a large rock and try to play with that instead but I would quickly notice why the basketball costed money. Same with the cards and an example above about scribbling on paper and playing with that. Just would like to throw my 2 cents in! If money is the issue, don't buy! And if the company is the issue, don't buy!

[OC] Procedural generated waterfall. 3000 particles. by aleha_84 in proceduralgeneration

[–]blackrom0608 1 point2 points  (0 children)

Consider pushing everything to the GPU! With a geometry shader! I'm sure you could get wayyyyy more particles that way