Type: Posts; User: voodooattack
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My code-fu is mightier than ever.
God damn it!
I can't get my curve editor widget to interpolate correctly.. :suicide:
Thank you. I've already requested help at bay12 forums, I figured if someone was going to help out it was going to be the Dwarf Fortress community and its modders.
The project has come a long way...
It doesn't get real until you get jiggy with the 3D projection of ASCII landscapes.
Well, too late.. already made a custom control.
So I HAVE to inherit QTreeView just to call selectedIndexes() and obtain the selected items? Who designed this shit?
Well, it looks like my opinion of Qt is changing fast.
Writing a function that'll build libnoise graphs out of JSON files. This will make it easy to configure the terrain generator on the fly.
Also, you'll be able to build the graph in the editor with...
Wow, QT is fun.. first time using it this seriously but I enjoy it so far.
I'm using this custom control from here.
Well, here we go..
Or troll the shit out of fan fiction sites.
Someone should take this to 4chan. I want to see what they'll do with it.
Thank you! But that's the libtcod renderer.. The curses renderer doesn't have the layered rendering due to palette limitations, though it would be awesome if I could get my hands on a terminal that...
I'm writing a full-on editor for my game using Qt.
Well, I think it's safe to say that I got chasms covered..
Looks good too!
Sadly, I can't say the same for my terrain.. I seem to lack basic knowledge of how terrain generation should be...
Holy shit.. I just found out that Dwarf Fortress tilesets work with my game!
Because I'll probably ditch the other bindings and not update them, the library has too many bindings for me to maintain.
Didn't notice this post, so I'll respond to it now.
I'm using an abstract class for my renderer, my game still supports plain curses (albeit with less features) as well as libtcod.
Damn, I didn't see that. Thanks.
Can anyone help me turn this into code/pseudo-code?
Woohoo! made it to the highlights!
Glad to have helped, my guess would be faulty memory though. VS eats up memory like a hog. I suggest running a memory check.
I'm not using a glimpse of its features but it's pretty cozy and full of features.
What I dislike is the amount of globals though, I'd prefer it if the library had less of those. I should be able...
Just a heads up guys.
It's coming soon™
I started with QBASIC :eng101:.
The real trick is that anything you learn while using any language will bleed into other languages you learn later, and to know that your knowledge can only grow.....
Are we 3D yet?
Okkay, screw it, map visibility is not part of worldgen anymore, too slow. I'm removing the world generator's part in tile visibility and adding dynamic lighting.
Also, is the drama over yet?...
Added an OpenGL renderer (via libtcod)
Anyone with 64 bit Ubuntu and a dual/quad core? I could use help benchmarking how badly my terrain generator performs on your machine..
Well, it looks like I'm releasing my cooperative task scheduler ahead of time as part of my roguelike.. It was part of a project I was working on called the boost concurrent graph library, it's...
My project got forked today! :tinfoil:
Implemented multithreaded terrain streaming, now the map continuously generates in the background as you move around.
Oh, I changed it to use boost::move already and I'm going to switch it to smart pointers instead anyway, the number of regions is very low though, and preprocessing takes a lot of time. So no...
C++11 and boost are awesome.
Turned my single threaded map preprocessing code into scalable multithreaded code by turning this:
for (Cluster & c : clusters)
It depends on the terminal's font. When I add an OpenGL renderer it'll be an option though.
28th November 2013
Like this one:
Added wall visibility and ramps.
4294967296³ = 7.922816251×10²⁸ unique map cells in total, and it's only limited by platform restrictions.
That's 6.368004317×10²⁰ years to traverse it all if you move at a rate of 4 tiles per...
Added Z-level chunking.. now the map is practically infinite in all directions, as in INT32_MIN to INT32_MAX. (provided there's enough disk space to store that big of a map in the first place)
Yeah, I'm working on it. Sadly I can't do much with the lower levels thing in the console version, the palette is very limited.
Maybe when I add an OpenGL back-end. :v
This is one Z-level of the terrain, it continues on above and below that plane, think of it as a slice of land visible from a top-down view. (as opposed to isometric for instance)
That's a huge slope leading down a big hole in the ground I made in the height map to test, this is the smoothed sloped terrain, I just haven't gotten around to filling out the empty spaces and...
Got bicubic interpolation working:
Now I can have smooth mountain ranges. Time to add slopes and...
Okkay, screw RBF, too computationally expensive. I'd have to use the GPU for any viable results. Not exactly typical of a roguelike.. Not to mention that most GPU-aware math libraries are either...
Trying to apply this to my terrain generator..
As usual, the math is flying over my head.. when presented in code form I can understand though.
24th November 2013
Just so you guys don't kill me.
I'm adding terrain features, this is...
Oh god, they're still using that terrible markup "language" even with the new engine?
I originally decided to make the polygons extend by 1 unit past their size, knew this would come in handy:
Map cell 171x169 intersects regions: 141,90 (Arctic), 199.5,480.5 (Sea), 180.5,539.5...
Here's the full map in SVG format after the original PNG is run through my "vectoriser". (for lack of a better term)
Now I can construct a...