hhmx.de

· Föderation EN Di 15.10.2024 21:59:33

somethings that might be interesting to play with: the amount of time a player takes to walk an arbitrary distance in a straight line can be used to calculate a practical unit conversion for literal distances, and the amount of time it takes for the player to walk a route between to points on the map following a natural travel route can be used to determine how big the space actually feels

Föderation EN Mi 16.10.2024 05:53:09

oh my god blender does not consistently apply the unit scale everywhere it does the internal conversion to meters >:O

Föderation EN Mi 16.10.2024 06:09:02

well my precision problems seem to be primarily due to poor choices made in their choice of view matrix so that's easy enough to work around at least

Föderation EN Mi 16.10.2024 06:36:11

Anyways here's a mile diameter of terrain in Blender :P

Pretend this is a 2 lane rural highway that suspiciously lacks its shoulders, clear zones, and normal markings in an improbably arid mountainous region of Wisconsin and not a narrow path through cookies and cream land.

Medien: 2

Föderation EN Mi 16.10.2024 10:02:20

I think for map cells it'll work better if I try to keep the road connections at the crests of hills and going around bends and stuff like that, and the ideal size of a given cell is probably a function of how fast the player is expected to move through it, so when you're at the stage of the game where you're likely to travel in the 60 - 120 mph range a mile or three is probably a pretty reasonable cell diameter. the faster sections of the game will want larger map cells though

Föderation EN Do 17.10.2024 06:30:08

I had an idea for an interpolation strategy that doubles up as a noise function, and, well, here it is. I'm much happier with this version :3

Medien: 1

Föderation EN So 20.10.2024 05:18:50

I figure the exporter may as well build the acceleration structure for non-implicit models like landscape tiles for my game, so I'm experimenting with data structures for that now.

Here's a visualization of a hierarchical surfel graph for that landscape I posted a picture of the other day.

Medien: 3

Föderation EN So 20.10.2024 07:00:55

I'm experimenting with the graph construction parameters and visualization thereof and take my word for it that this image is actually very useful to me, but the main thing going on here is that it looks cool.

Medien: 2

Föderation EN So 20.10.2024 07:24:51

The visualizations are cool but this graph construction technique leaves something to be desired unfortunately.

My thinking was to poisson disc sample the terrain mesh at several intervals with the disc size decreasing each time. Each point becomes a surfel, and the nearest point in the previous generation is its parent.

The central light green patch shows that this technique can cause the coverage to meander quite a bit, and it gets worse the larger the root surfels are :(

Medien: 1

Föderation EN So 20.10.2024 07:38:16

the distribution looks fine if the root generation is dense enough though, so idk

Föderation EN So 20.10.2024 08:05:56

It might be fine actually. In that particular case, the particularly prolific root surfel would have a bounding sphere about three times the diameter of the root surfel, but it only has 4 immediate branches which. So really it's a question of how tangled the branches are (and thus how fast it can prune them when processing ray queries), which is not something I can see easily from this visualization.

Föderation EN So 20.10.2024 08:59:42

limiting the graph depth is also effective at preventing meandering

Medien: 2

Föderation EN So 20.10.2024 09:05:54

I think a better grouping strat will be having every surfel in the graph first label its ideal root, and then recursively pick the best ancestors that share a common root etc, but I don't feel like trying to implement that in geonodes tonight

Föderation EN Mo 21.10.2024 07:20:14

This version of the surfel graph thingy looks like it might be more or less right.

Medien: 1

Föderation EN Mo 21.10.2024 08:52:53

ok that wasn't quite right but take my word for it this one is more along the lines of what I'm looking for

Medien: 1

Föderation EN Sa 26.10.2024 07:43:08

I learned how to use blender's greasy pencil tonight :D

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Föderation EN So 27.10.2024 06:23:02

Time to make like a tree and shed all my stop signs for the winter!

Medien: 1

Föderation EN Mo 28.10.2024 03:08:48

I fixed the text on the signs, and tweaked a bunch of other things.

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Föderation EN Di 31.12.2024 20:56:51

If you've been feeling down because you want to MAKE TERRAIN OUT OF SPLINES but you're not sure how and you really want to read a nice beginner friendly BLOG POST that walks through how to do that in with 23.4 MiB of FULL COLOR PICTURES and EXAMPLE SOURCE FILES well I have GREAT NEWS for you because I wrote one of those over the last three days and I'm really excited to share it!

Check it out: zone.dog/braindump/spline_fiel

Medien: 2

Föderation EN Di 31.12.2024 21:00:08

I have enough material I wasn't able to cover that could make for several more followup posts, so if you read it and you're like that's great but I want to know more about this one specific thing please tell me and maybe I'll write a followup to this or two!

Föderation EN Di 31.12.2024 21:15:41

@aeva It was a nice treat that I hadn't had a chance to see any of your updates on these things for a while and then I got to see a big ol update on your last 3 months blender journey all at once

Föderation EN Di 31.12.2024 21:16:37

@cwebber aw :3 I'm glad you got to see it all