Author Topic: Terrain Save Generator (External Program) - Src release page 4  (Read 4172 times)

Terrain Save Generator
Whats a "Terrain Save Generator"
Some of you may remember an old project called "Blockland Terrain Generator" or something of the sorts. This is an old buggy project that used tons of Mac OSX Libraries and was pretty slow. Today I was looking through some youtube videos when I found this need little thing. It was a terrain generator video. I was like "I KNOW WHAT I MUST DO." I instantly opened xcode and set off to fix up and release BTG...
... then I read the code and threw up inside my mouth. It was disgusting. It used overcomplicated math and a terrible Perlin Noise implantation. It's seed system didn't even loving work and it wasn't user friendly. I was like "forget this"
Then 10 minutes later I decided to write it in Python. It was slow. I used really good libraries and stuff, I even used an octree to remove unnecessary bricks, though it still was slow. Generating 100x100 terrain would take nearly 3 minutes. And the noise didn't even look good. So I decided to go back to C++, at a new angle. I rewrote everything (except my save writing library :P) and ran it. It was great. It was user friendly and fast. I could generate a 500x500 (125,000 bricks) map in a minute. And it was easy to use
you simply enter the Max X, the Max Y, a Seed (can be anything. Like "Johny is my friend" would work.) and the name, and it would generate, it automatically places it in your save files. So, it is pretty neat.

Progress
100% Terrain Generating
100% Save Writing
100% Bug Fixing
50%Optimization
0% Windows Compilation

How can you help?
If your on a windows computer
and I know/trust you
and you can compile this (C++)
I would love someone to compile this.

Screenshots
Name: Test Seed: Brian Max X: 100 Max Y: 100 Brickcount: 10,000

Click to see fullsized image.

Source
Bitbucket
Have fun
« Last Edit: September 20, 2012, 09:07:22 PM by Brian Smithers »

aka brian getting C++ to work  :cookieMonster:



Did you actually optimize for brickcount

I'm damn sure I've made bigger terrains than that in well under 4,000 bricks, and you say it's 10,000

Also, setting Z-scale would be a nice feature (ie, adjusting the height variance/smoothness of the terrain)


I'd even offer to give compiling it a go, despite having no real experience with C++ if you've got few dependencies it shouldn't be that hard... theoretically speaking. I don't appear to have VS installed right now, though.
Feel free to PM me abuse if you'd like me to give it a go anyway
(Clockturn in case you somehow missed that)

Did you actually optimize for brickcount

I'm damn sure I've made bigger terrains than that in well under 4,000 bricks, and you say it's 10,000

Also, setting Z-scale would be a nice feature (ie, adjusting the height variance/smoothness of the terrain)


I'd even offer to give compiling it a go, despite having no real experience with C++ if you've got few dependencies it shouldn't be that hard... theoretically speaking. I don't appear to have VS installed right now, though.
Feel free to PM me abuse if you'd like me to give it a go anyway
(Clockturn in case you somehow missed that)

Oh, didn't know you were clock.

Did you actually optimize for brickcount

I'm damn sure I've made bigger terrains than that in well under 4,000 bricks, and you say it's 10,000

Also, setting Z-scale would be a nice feature (ie, adjusting the height variance/smoothness of the terrain)


I'd even offer to give compiling it a go, despite having no real experience with C++ if you've got few dependencies it shouldn't be that hard... theoretically speaking. I don't appear to have VS installed right now, though.
Feel free to PM me abuse if you'd like me to give it a go anyway
(Clockturn in case you somehow missed that)
the the reason it's 10,000 right now is because that when I first used Brian as a seed with 16 octaves and a mas height of 200, there were holes in the build because it went up more than 1 brick. So I got pretty lazy and just made it build 1 brick down as a just in case thing.
Though now that you say it I do want to optimize/have a setting for Z.

Edit
Just added in support for a custom Z.
« Last Edit: September 09, 2012, 09:30:16 AM by Brian Smithers »

I can compile this, I have visual studio 2010.

I can compile this, I have visual studio 2010.
K
I'm going to write an octree to remove hidden bricks. When I get home.
Until then

I'm going to write an octree to remove hidden bricks.
how about you make it build to the ground with brick efficiency so you can actually build on it?

how about you make it build to the ground with brick efficiency so you can actually build on it?
get on steam

so far not bad.
saved 2,500 bricks
the only thing is, the entire build is upside down.
idk, weird.

Im going to rewrite the position storing system so I can easily make sure that there are no gaps.
Also M, PM me your steam
« Last Edit: September 09, 2012, 02:48:16 PM by Brian Smithers »

Last time you said it saved 4 bricks lol, quite a difference.

Also pm me back

so far not bad.
saved 2,500 bricks
the only thing is, the entire build is upside down.
idk, weird.

lol

Did you set z=-z or something? idk, I don't know anything about scripting :P