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RE: Chocolate flavoured galaxy
Posted: Mon Jan 31, 2011 2:43 pm
by s2odan
Textures is the one thing it can't really have. It can have colours applied like a planet, but that would never be as good as a real texture.
RE: Chocolate flavoured galaxy
Posted: Mon Jan 31, 2011 3:00 pm
by mathee
s2odan wrote:
Textures is the one thing it can't really have. It can have colours applied like a planet, but that would never be as good as a real texture.
You could give it a try though. I think it could make sense if they were completely white. However, aren't the colors depending on the height? That should cause some troubles if buildings were on a hill/mountain (if that would be possible at all...)So it would really just make sense or be possible if the whole planet would be plane and completely covered with buildings, right?
RE: Chocolate flavoured galaxy
Posted: Tue Feb 01, 2011 3:15 am
by memnoch
The other problem with planet wide cities of course is that, since the game is set a little over 1000 years from now, there is no way mankind could have created it.Now a Thargoid planet........
RE: Chocolate flavoured galaxy
Posted: Tue Feb 01, 2011 7:58 am
by UncleBob
Quote:
But I was thinking of using the actual terrain engine to render the buildings using an equation to create square/rectangular blocks instead of say mountains or hills.
It would be the most efficient aproach, but you're getting yourself in two hells of trouble here: first, "Fractal" building generation is kind of a toughy. No problem to just create blocks, but the real advantage of fractals is that the details increases when you zoom in. For buildings, you of course can't calculate with fractals (they don't result in clearly defined geometric objects, which is exactly why they are so great for terrain), but you still have to use the same concept of increasing complexity, which can be really hard to do and get right for buildings. You'll have to write up a whole new library in any case.The other trouble is textures... you'll need a procedural texture generator to go with that, which means another library to write up. Procedural buildings are harder to do than procedural terrain, really...A lot easier would of course be to keep the current "mix buildings together"-aproach, with a distance limit that places and removes individual buildings, and maybe low poly models of every building to increase the viewing distance without forcing the GPU to its knees...
RE: Chocolate flavoured galaxy
Posted: Tue Feb 01, 2011 1:40 pm
by Taquito
I gotta be honest and say that city buildings do nothing for me. I got city options at the lowest. I think to see little houses and condos in planets it's an atmosphere killer. Specially in planets that should look hostile and unwelcoming to humans. I suggest the developers to concentrate in one single building with station included. but everything on a single structure. You can place all buildings on a large flat concrete trapezoid or rectangle base including the landing structure domes, etc. I would also like to see more variations in the geometry of the structures like pyramids, obelisks and domes etc. Here's an example:
RE: Chocolate flavoured galaxy
Posted: Tue Feb 01, 2011 7:55 pm
by memnoch
Building density should probably vary, presumably getting less dense the further from the core you travel. It would also be a nice touch to have the building types vary according to the type of base they are situated near.I think that none of the surrounding city buildings should be anywhere near as big as the space port itself.Much like current airports they should dwarf nearby facilities and some additional variation here would be nice too. A mixture of underground docking and "helipad" type bays, maybe elevated platforms to land on too.
RE: Chocolate flavoured galaxy
Posted: Tue Feb 01, 2011 11:59 pm
by Marcel
Quote:
The other problem with planet wide cities of course is that, since the game is set a little over 1000 years from now, there is no way mankind could have created it.
I didn't mean to propose way back in the "Case Against Earth" thread that the entire planet should be covered in one giant city, but 1000 years from now Earth could be quite built up. Perhaps overbuilt. There should still be mountains and oceans and farmland to supply all that animal meat and fine Earth liquor!
Quote:
Building density should probably vary, presumably getting less dense the further from the core you travel.
Exactly! The amount of city area should be tied to the planet's population. There should still be small frontier outposts with no city around them at all, but in a spaceport in a major Earth city there should be some sort of city background.
RE: Chocolate flavoured galaxy
Posted: Wed Feb 02, 2011 12:50 pm
by Jameson
memnoch wrote:
The other problem with planet wide cities of course is that, since the game is set a little over 1000 years from now, there is no way mankind could have created it.
If mars can be terraformed into a sustainable planet, I'm sure we could hack together a big enough robot construction crew to build up a planet-wide insfrastucture. Hell, they could build an entire planet.
RE: Chocolate flavoured galaxy
Posted: Wed Feb 02, 2011 1:04 pm
by memnoch
Would it be possible to tweak the code to not place buildings on terrain above a certain steepness or angle?If so you could tell it plonk city blocks over very large areas but not on the sides of mountains. A similar technique can be used in some landscape generators such as the Vue products when placing flora.
RE: Chocolate flavoured galaxy
Posted: Thu Feb 03, 2011 4:35 pm
by s2odan
I've been tweaking some more planet types, nothing much interesting, just trying to improve their looks some more and add more detail:Some dead world pics:[attachment=510:pioneer-msvc-9 2011-02-03 20-47-44-01.jpg][attachment=511:pioneer-msvc-9 2011-02-03 20-33-14-69.jpg]Ice world with more cliffs and canyons:[attachment=512:pioneer-msvc-9 2011-02-03 19-02-52-78.jpg]
RE: Chocolate flavoured galaxy
Posted: Thu Feb 03, 2011 5:50 pm
by KingHaggis
Awesome job! I hope you'll add plenty of deep canyons and moutainranges with plains and hilly areas in between. Those dead worlds look very real and I can't wait to visit the canyons on that snowplanet

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RE: Chocolate flavoured galaxy
Posted: Thu Feb 03, 2011 6:19 pm
by s2odan
Thanks

Your right Gudadantza, it does look more like IO.. Bear in mind though that the pic was taken around an orange star, so normally they should be more reddish-brown like mars. But it could probably do with a touch of bleach ;)I'm going to have another go at IO, I have found a better technique for adding the 'lava' or 'sulphur' pools that you now see in-game, and for forcing a planet to use multiple colour gradients, which looks nice on lumpy terrain.The only problem with it is it takes a long time to get the colour values just right this way, as there are various overlapping colours, its easy to have them clash.
Quote:
I can't wait to visit the canyons on that snowplanet
Well they won't beat the canyons that you found on that terraformed world, but they should generally have a lot of nice cliffs, which will sometimes look like a canyon

:[attachment=513:pioneer-msvc-9 2011-02-03 23-36-31-38.jpg][attachment=514:pioneer-msvc-9 2011-02-03 23-36-07-92.jpg]
RE: Chocolate flavoured galaxy
Posted: Thu Feb 03, 2011 7:26 pm
by s2odan
Kinghaggis, you will like this..

A canyon function that works:[attachment=515:pioneer-msvc-9 2011-02-04 00-15-52-76.jpg]
RE: Chocolate flavoured galaxy
Posted: Thu Feb 03, 2011 8:41 pm
by tomm
Amazing-looking planets! I will pull this work in shortly
RE: Chocolate flavoured galaxy
Posted: Thu Feb 03, 2011 10:08 pm
by s2odan
Thanks Tom, I'm not quite finished yet though as I'd like to add these to a few different worlds if you don't mind waiting a little longer.. I'd say I'm about half-way through all the planet types.Check this out:[attachment=516:pioneer-msvc-9 2011-02-04 01-57-06-78.jpg]

RE: Chocolate flavoured galaxy
Posted: Fri Feb 04, 2011 4:18 am
by Geraldine
Wow <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_eek.gif[/url] class='bbc_emoticon' alt=':shock:' /> Canyons! Anyone up for a pod race? <img src="'[url]http://spacesimcentral.com/forum/public/style_emoticons//icon_cool.gif[/url] class='bbc_emoticon' alt='8-)' />
RE: Chocolate flavoured galaxy
Posted: Fri Feb 04, 2011 6:11 am
by tomm
s2odan wrote:
Thanks Tom, I'm not quite finished yet though as I'd like to add these to a few different worlds if you don't mind waiting a little longer.. I'd say I'm about half-way through all the planet types.Check this out:
pioneer-msvc-9 2011-02-04 01-57-06-78.jpg

Cool.When I merge them I think I'll make some changes to how starsystems are generated (as discussed previously but simpler). Basically, it is not good to be adding new SBody PLANET_TYPE_xxx values because the universe changes each time you do this. Instead I can generate values for how much ice a planet has, and how volcanic it is and so on.Then in GeoSphereStyle.cpp you take these values and decide "this is an ice planet. i will use the cool icy terrain type for it".This way new terrain styles can be added without altering universe generation.
RE: Chocolate flavoured galaxy
Posted: Fri Feb 04, 2011 11:51 am
by Subzeroplainzero
Wow that icy planet is gorgeous! I want to go right down the middle of that crack if you know what I mean

RE: Chocolate flavoured galaxy
Posted: Sat Feb 05, 2011 12:59 pm
by KingHaggis
Woah, those last 2 pictures really make me look forward to the next release. Very good job! I'm going to explore new worlds now, I'm glad it's weekend

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RE: Chocolate flavoured galaxy
Posted: Mon Feb 07, 2011 8:03 am
by Cavefish
Very impressive new planet stuff there. Do you think it would be easy to add a detail texture that's visible on low altitudes? That should be a nice increase in planet detail without any additional polygons.