(note: this is marked as both Game Development and Uncategorized because this is not strictly with Game Development content)
So today…
Today I had my final chemistry lesson of the semester, hurray! It was great fun 🙂 I still need to get ready for the test (on 13/7) but I have the Biology test first (1/7!!) which scares me a lot more.
I still need to send last two biology assignments and then I am done! free! Hurray!
What about programming?
Programming! The only thing that appears to be on my mind right now (and finally, I can actually make time for it!).
I’ve started working on a demo so I can finally present some screenshots sometime soon. That means fixing old systems like the very old World Editor which just wasn’t compatible with some of the changes to the engine, as well as adding GUI to control the editing instead of trying to memorize about 20 different keys to change between brushes and objects to place.
So what do I have so far?
Mimi and I finished the most basic interface and panels. We added placeholders button images and started creating the menus with our relatively new GUI system. Today on my free time after class I fixed some of the old World Editor functions to be compatible with the new code and set the buttons to call them. Now finally our terrain is once again editable! Finally 🙂
So what can we do?
We can, and finally very easily thanks to our new GUI system, for starters choose the name for the world/zone, choose its size (that is, how many squares of terrains it holds) and create it! Now for the more exciting part:
- Edit the Height with a Circular Height Brush (Square will be added soon :)) This includes 4 different ways of editing the height:
- 1 – Flatten Brush: Simply setting the height of all vertices in radius to a certain value.
- 2 – Height Brush: Lifting or dropping the height with a sinus function so it doesn’t raise all the radius to the same level but creates a smooth hill or pits
- 3 – Setting vertices in radius to be a specific height ONLY if they are higher or lower (you choose which!), that way you can easily create nice roads or tunnels without ruining the rest of the environment.
- 4 – Blur Brush: helps to smooth the terrain a bit by using blur function on the vertices.
- 5 – Texture Brush: We can blend up to 5 textures in our terrain! This can be used to make a very nice looking world together.
Here is an example made in one minute with the Height Brush, Fill Brush and Texture Brush alone:
So what are the next few things to do? Well, you might have noticed that there is a blank box with a number on it, in this case saying 2. Well, that’s actually a drop box. The number 2 is the current texture to blend. That means that we really need finish the drop box for starters and then we need to change the drop box to show texture images of choice instead of numbers. That sounds like a great start!
What else? Tools for editing the brushes radius and strength and setting the fill brush to lower or elevate. Also a way to change the 5 texture for every sub-grid of terrain so you can have a lot more of variety when painting the terrain. That way you can have one sub-terrain in the same zone/world be of partially or even completely different 5 textures from its neighbor patch.
And of course what’s a world with nothing in it? Right after I finish the little list above I am going to start working on the world data base, loading objects definitions from files and placing them in the world.
Beyond World Editing:
Have you noticed the sky is all black? Well, it feels really cold to me. One of the next of the things on the list is to either re-enable the already implemented skybox/skysphere functionalities and fill it with a pretty texture or create a whole Atmospheric Scattering system as shown in here:
http://http.developer.nvidia.com/GPUGems2/gpugems2_chapter16.html
This will also help with easy day/night cycles.
There is also a problem with the Cascaded Shadow Maps which we (Mimi is the math genius) need to fix, this is why there are no shadows in this photo.
That’s about it for today! The update was a little rushed, I wanted to at least have a screenshot uploaded this week and decided I will make this demo (which means I had to make all the interface for it finally!) really quick before going back to biology homework.
Nevertheless I hope you enjoyed this update. I will try to get a bit more done in a few days.
Have fun web surfing! 🙂
Posted in Game Development, Uncategorized