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Advanced World Generation [Feature Suggestion]

PostPosted: Sat Mar 02, 2013 20:23
by Sylvertech
My idea is rather simple.

I wish to acquaint you with Terasology, another Mine-craft like game being developed.

It's world generation is entirely the cause of its creation and inception,
since its creator was studying this subject in college.

The procedural fractals are rather wonderfully smooth,
so if none would like to absorb any of the algorithms (the code is open source but written in Java),
than at least you'd have fun with the graphics.

http://blog.movingblocks.net/blockmania/

PostPosted: Sat Mar 02, 2013 20:37
by PilzAdam
Terasology is really interesting. The world generation isnt the only thing that makes it unique, its also the really awesome graphics.
But a problem is, that it doesnt have a real gameplay. It looks nice, but playing the game isnt really fun.

PostPosted: Sat Mar 02, 2013 20:52
by Sylvertech
PilzAdam wrote:Terasology is really interesting. The world generation isnt the only thing that makes it unique, its also the really awesome graphics.
But a problem is, that it doesnt have a real gameplay. It looks nice, but playing the game isnt really fun.


Indeed these are the only two highlights.

I had intended, for a short while, to contribute to it instead,
but it seemed too.. dead.

Anyway, AND THANK GODDESS/ODIN/ANDRASTE, I found something with C instead of Oracle's plumbing store.

We all have our preferences, right?

And while C++ does have its own shit (lol), it grows on you.. you know?

PostPosted: Sun Mar 03, 2013 06:05
by prestidigitator
Sylvertech wrote:Anyway, AND THANK GODDESS/ODIN/ANDRASTE, I found something with C instead of Oracle's plumbing store.

We all have our preferences, right?

And while C++ does have its own shit (lol), it grows on you.. you know?

Bah! Someday I'll port Minetest to Java. :-)

PostPosted: Sun Mar 03, 2013 06:23
by Sylvertech
prestidigitator wrote:
Sylvertech wrote:Anyway, AND THANK GODDESS/ODIN/ANDRASTE, I found something with C instead of Oracle's plumbing store.

We all have our preferences, right?

And while C++ does have its own shit (lol), it grows on you.. you know?

Bah! Someday I'll port Minetest to Java. :-)


Blasphemer!

..That was rather narrow-minded and stupid of me.

Anyway good luck with your porting. :D

PostPosted: Sun Mar 03, 2013 10:12
by 0gb.us
I tried to play Terasology on two different computers, but no luck. On the first computer, the game crashed whenever I tried to create a world to play in. On the second, I could create and load a world, but everything was a black silhouette.

Terasology's graphics are absolutely gorgeous, but Minetest's graphics are decent, and it actually runs well on my computers.

PostPosted: Sun Mar 03, 2013 15:59
by 4aiman
Tried most recent build...
I don't see what we can inherit from terasology: it's world is small, there's not so many types of blocks... there is different physics and there are some video filters... but I think that Minetest's physics will do for a blocky sandbox game and amongst all filters I'd prefer nice shaders, which will work even on Intel 975 Vards ('cause despite I don't see any difference in the picture with current shaders, I cant use them on some PCs).

But, if anyone point out some unseen features and/or suggest adopting some "inner" functions, that maybe unseen , but important, then. I believe, it'll be nice to post that suggestions in the appropriate thread :)
(Maybe after all of them will be listed here)

PostPosted: Sun Mar 03, 2013 16:29
by Mito551
4aiman wrote:I don't see what we can inherit from terasology


graphics. nuff said.

PostPosted: Sun Mar 03, 2013 18:21
by 0gb.us
Mito551 wrote:
4aiman wrote:I don't see what we can inherit from terasology


graphics. nuff said.

Graphics aren't really all that important, especially with the ease of installing and using texture packs. As finding graphics that everyone thinks are perfect is impossible, having easy to use texture packs is the best option we have.

PostPosted: Sun Mar 03, 2013 19:12
by Mito551
by graphics i generally mean shaders: water reflections, outlines(don't really like 'em), depth of field etc.

PostPosted: Sun Mar 03, 2013 19:45
by kaeza
Mito551 wrote:by graphics i generally mean shaders: water reflections, outlines(don't really like 'em), depth of field etc.

Jeija was working on making waves on water IIRC. That was a bit ago; I don't know the current state of it's development.

PostPosted: Sun Mar 03, 2013 22:01
by 4aiman
Mito551 wrote:graphics. nuff said.
...
by graphics i generally mean shaders: water reflections, outlines(don't really like 'em), depth of field etc.

Once again... part of my message ignored which this time results in repetition...
4aiman wrote:... amongst all filters I'd prefer nice shaders, which will work even on Intel 975 Vards ('cause despite I don't see any difference in the picture with current shaders, I cant use them on some PCs)...


The above quotation has smth to do with Jeija's work also. Currently shaders not usable (red-ish screen) on the Intel Vcards produced like 3-4 years ago. They support only OGL 1.2-1.4 and that's not sufficient to use shaders in their current implementation.

PostPosted: Sun Mar 03, 2013 23:21
by socramazibi
I tried it, I had no problems, but at the end of the video has a bug .... recorded at 720HD .

VIdeo
http://youtu.be/vmGkEAstUbE

http://forum.movingblocks.net/

PostPosted: Mon Mar 04, 2013 15:18
by BrandonReese
I actually think the realistic water looks out of place against the rest of the terrain. The block drops are kind of neat the way they stack up.

PostPosted: Sun Mar 10, 2013 04:46
by johnbone
And while C++ does have its own shit (lol), it grows on you.. you know?