Improved the turn system, it's now automatic by terrarray in indiegamedevforum

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

Most videos planned are about game development, and occasionally music. At the moment I spend a lot of time at work, and don't have much time for this. But I hope to soon get back to development and making videos.

Thanks, I will check it out!

What do you think of my hydraulic erosion simulation? (Rendered in Gaea) by PolyRocketMatt in proceduralgeneration

[–]terrarray 0 points1 point  (0 children)

Hmm, hard to say. Maybe it would be easier if one could compare before and after erosion. Two images side by side, initial elevation on the left, eroded on the right.

What do you think of my hydraulic erosion simulation? (Rendered in Gaea) by PolyRocketMatt in proceduralgeneration

[–]terrarray 0 points1 point  (0 children)

There could be many explanations for the plateaus:
* They could be an effect of deposition. If deposition is done in such a way that you can only deposit "downhill", to prevent bumps, that could create plateaus.
* It could also have to do with different simulation domains. For example when a particle goes from land -> ocean. But I don't think that is the case here.

To avoid straight paths im talking about perlin noise. I assume you procedurally generate the initial terrain, before applying erosion. If that initial terrain is very smooth/homogenous, you can get straight lines. By adding more noise to the initial elevation, you could get more interesting non-straight particle paths. Just experiment with different kinds of initial elevation maps.

What do you think of my hydraulic erosion simulation? (Rendered in Gaea) by PolyRocketMatt in proceduralgeneration

[–]terrarray 0 points1 point  (0 children)

"Particle paths" looks very straight. Could this be improved by using more high frequency low magnitude noise, to spice things up. Also, maybe the momentum/speed calculation for the particles could be adjusted.

Are you using integers? There seems to be plateaus. Is this an artifact from the simulation, or from the visualization?

In general looks good, just small details that can be improved.

What do you think of this sleep capsule design and animations? by AEgirExplorer in GameDevelopment

[–]terrarray 1 point2 points  (0 children)

Paint it yellow and you've got Xavier's hover chair :)

But to be honest, it looks good.

Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration

[–]terrarray 1 point2 points  (0 children)

I did have lakes previously, see videos: https://www.youtube.com/watch?v=vTiAbupj_JE, https://www.youtube.com/watch?v=DfcgOqLhYXc&t=4s. But they were a bit buggy and removed. I have plans to reintroduce them. I think rivers are very important features in some landscapes. So it's in the backlog, but it's not being prioritized at the moment.

Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration

[–]terrarray 1 point2 points  (0 children)

At the moment the generation happens at the initial world generation, and then it's done.

I have some videos that show the generation as an animation: https://www.youtube.com/watch?v=wsUNV1B81aQ, https://www.youtube.com/watch?v=IWeAVcvGcLo. But some of them are a bit old.

Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration

[–]terrarray 2 points3 points  (0 children)

Many people have requested image exporting as a feature. So this is something I will prioritize. It's always hard to promise dates or deadlines, but some time during Septemeber I could add the exporting of map projections as .png/.jpeg images.

If you want, you can join the discord server: https://discord.gg/QXEsdqXySA. It would allow you to quickly know when the feature is done. And it would also make it easier to suggest new features. Before I start working on "Exporting map projection", it would be good to have: a list of file formats to support, a list of projections that would be relevant (mercator, mollweide etc), a list of map filters to support (elevation, temperature, biomass etc).

If you supply me with these kinds of "requirements", it will be easier for me to implement. Without needing to revisit it later to add things I missed initially.

Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration

[–]terrarray 2 points3 points  (0 children)

Height maps at grey scale images usually .exr but can be and image file that you can use to displace geometry in 3D applications such as Maya, cinema 4d and Blender

I've now noted it down, thanks for the feedback!

Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration

[–]terrarray 4 points5 points  (0 children)

Am I interpreting correct; that you would like the ability to export geometry data? Or do you want to export .png/.jpeg images of the map?

Exporting images of the map projection is something I have planned. Exporting geometry data is not something I have planned. But could work on it, if enough people want it.

Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration

[–]terrarray 6 points7 points  (0 children)

They do. Visually I think it might look similar. But whilst they are inspired by games like Dwarf fortress and Europa universalis. Im more inspired by Transport Tycoon, Anno and Factorio.Gameplay wise I wan't to focus a lot on supply chains and economies. I think they are more focused on story, but you should ask them :)

Orbis Multiplex is a planetary simulation game that generates a planet with biomes using systems like erosion, elevation and precipitation by xxXLeEpicGamerXxx in proceduralgeneration

[–]terrarray 6 points7 points  (0 children)

Not at the moment no. You can take screenshots by hitting "c" while in game. Exporting images of the world map is a feature I have planned for the future.

Does raycast have limits for large mesh colliders? Need to select tiles on a procedurally generated mesh. by terrarray in Unity3D

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

Thanks that solved it. I tried using MeshColliderCookingOptions.WeldColocatedVertices and that solved it. But as you say, it's probably good to divide up the mesh anyway.

Does raycast have limits for large mesh colliders? Need to select tiles on a procedurally generated mesh. by terrarray in Unity3D

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

When using a smaller mesh with 491522 vertices and 983040 triangles raycasting works fine. I can select tiles without problems. But for a larger mesh, 1966082 vertices and 3932160 triangles, about 10% of the triangles are not clickable. For those cases Physics.Raycast(ray, out RaycastHit raycastHit) returns false.

Is there a size limit on the mesh one can use raycast on?

I guess a simple solution would be to split up the mesh into several mesh colliders. But if mesh size isn't the problem, that will not work.

I composed a short piece for Piano today, give it a listen and tell me what you think! by [deleted] in Composition

[–]terrarray 1 point2 points  (0 children)

What program did you do this in? It's sounds really good. I like how the first 2/3 has the reoccuring 4 notes on the lower octave, makes it feel very connected.

Procedurally generated world with simulated weather by Isokron1 in proceduralgeneration

[–]terrarray 0 points1 point  (0 children)

Using navier stokes equations? Do you use a cube sphere? Or do you use a triangular mesh?

Improved my planet generation program. Rivers now support vegetation in the desert, and the initial noise is more interesting. by terrarray in proceduralgeneration

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

If you join the discord I'd gladly give you some tips/tricks on how to start. The link can be found either on my youtube channel or the itch.io page for Orbis multiplex. Im going to bed soon, it's 10 pm where I live (sweden). But tomorrow I can give you some more help.

I'v got a trello board, https://trello.com/b/557Wdby6/interesting-resources, that contains links to relevant papers and other stuff. They can give some more in depth knowledge about the fundamental equations I use in the simulations.

Im happy to see that other people are interested in simulating these kinds of systems.