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Re: Procedures for creating landscapes
[Re: Gumby22don]
#188732
03/17/08 08:53
03/17/08 08:53
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Joined: Jul 2006
Posts: 503 Australia
adoado

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Joined: Jul 2006
Posts: 503
Australia
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Quote:
Has anyone had a play with creating procedural landscapes or the like?
I don't think many people have done using 3dgs, as you cannot dynamically create/destroy vertices using C-script. But now Lite-C has come along and we have access to D3D functions I think it may now be possible.
But, hopefully soon examples will start popping up everywhere 
Thanks, Adrian
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Re: Procedures for creating landscapes
[Re: adoado]
#188733
03/17/08 12:53
03/17/08 12:53
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Joined: Jan 2007
Posts: 2,247 Deutsch Niedersachsen
Puppeteer
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Deutsch Niedersachsen
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Well, we are working on something like that but we are using some predefined bmaps for the principal relief of the entire world but it isn't finished yet. I maybe show some results in a few weeks... If you are experienced in 3dgs you can do it 
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Re: Procedures for creating landscapes
[Re: Puppeteer]
#188734
03/25/08 10:37
03/25/08 10:37
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Joined: Oct 2006
Posts: 175
Gumby22don
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Cool - thanks for the encouragement Puppeteer  Don have a great day
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Re: Procedures for creating landscapes
[Re: DJBMASTER]
#205909
05/09/08 14:44
05/09/08 14:44
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Joined: Jan 2006
Posts: 59 Desert Zone
WolfCoder
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Posts: 59
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You can just deform terrain using the vec thingy... Forgot what the function was called.
For the trees, you could write an action which spawns a cloud of trees around the big landmarked tree. Using a non-random algorithm to do this, a fractal could be used or something similar to generate trees around it.
Last edited by WolfCoder; 05/09/08 14:46.
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Re: Procedures for creating landscapes
[Re: DJBMASTER]
#205928
05/09/08 15:50
05/09/08 15:50
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Joined: Jan 2003
Posts: 4,615 Cambridge
Joey
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Posts: 4,615
Cambridge
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Sry to be a noob but if 3DGS supported DirectX 10 could something like this be done using a geometry shader? it could be done, but the hard thing is not to write a geometry shader but to implement a perlin noise, fractal noise or whatever-ridged-multi-perlin algorithm.
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