P-152: Virtual World Concept Update 102: Fractal Terrain Generation Part 8
I have now implemented a Perlin Noise system into the terrain. I had already integrated “libnoise” into this project, and was using it to generate the noise for my previous attempt as well, but I had forgotten the input parameters to it. I assumed it required an array of points, but in actual fact it […]
P-152: Virtual World Concept Update 101: Fractal Terrain Generation Part 7
I have implemented a good deal of the fractal midpoint displacement algorithm. The main problem that I had was in determining how to handle the array that the algorithm uses. Generally, and array would be created that is the size of the entire terrain, ie, 4096×4096. I can’t do that in this case, since I […]
P-152: Virtual World Concept Update 100: Fractal Terrain Generation Part 6
After some careful thought, I believe I have correctly implemented the next part of the spherical terrain system. The terrain is now rendering at low resolution until a given Level of Detail is reached. At that point, the code switches to a quad tree structure, which used a distance based check to render only nodes […]
P-152: Virtual World Concept Update 99: Fractal Terrain Generation Part 5
I have integrated the quadtree with the spherical terrain rendering system. Currently, I am not using any kind of fractal midpoint displacement function. I am generating a low-resolution heightfield of a given size, and then I am loading this into a quadtree. This is being done in real time at the moment, but should be […]
P-152: Virtual World Concept Update 98: Fractal Terrain Generation Part 4
I have made some progress with this concept. I have modified my existing code to generate the spherical terrains points in real time, as opposed to at load time. I am also using the distance from the center of the planet to determine the resolution of the pointslist generated. At long distances, the resolution will […]
P-152: Virtual World Concept Update 97: Fractal Terrain Generation Part 3
I am currently working on a concept for another attempt at getting spherical terrain working. I believe, as I said in previous posts, that the key is to use fractal midpoint displacement to generate the terrain, and to use a low-resolution heightfield for the initial terrain mesh. I can then use random numbers (based on a […]
P-0: Virtual World: Project Goals
I have been thinking about the scope and the primary goals of my virtual world project. The primary aim is to create a world of unparalled realism, but I am divided as to how to do this. I think this is the same problem that I had some years ago when I was working on […]
P-167: Paranoia: Oculus Rift Horror Game: World Constructor 9: Interior Object Placement
I have finished the final major coding challenge of this project. I have created a relatively complex system to randomly place interior objects in each of the rooms of the level. The hardest part of this was placing the objects in a random way without having them intersect with the walls or each other. The […]
