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What OS do you use Armok Vision on?

Windows 10
- 152 (49.8%)
Windows 7
- 77 (25.2%)
OSX
- 18 (5.9%)
Linux
- 45 (14.8%)
Other
- 13 (4.3%)

Total Members Voted: 305


Pages: 1 ... 79 80 [81] 82 83 ... 110

Author Topic: Armok Vision Project, on Hiatus.  (Read 499437 times)

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1200 on: November 25, 2016, 11:53:16 am »



God, there are so many possible combinations to sort through.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1201 on: November 28, 2016, 09:34:24 am »

Done!

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Thundercraft

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1202 on: December 02, 2016, 07:08:04 pm »

Done!
[IMAGE]

Looking very good! I've been wanting a 3D visualizer to have at least some rounded corners like that.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1203 on: December 03, 2016, 11:50:13 pm »

Finally got it working in the actual visualizer.

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Bumber

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1204 on: December 04, 2016, 12:29:36 am »

Done!


Why do there seem to be redundant vertices in the center of each edge? (I.e., 12 per octagon.) Does it simplify the algorithm somehow?
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1205 on: December 04, 2016, 12:54:28 am »

yes. the algorithm can't deal with X shapes very well, so I nudge the centerpoint of all corners inwards just a little, so they always make a >< shape.

This means that there's always an extra vertex on either side of the corners, though. I'll fix it eventually, but right now, at least it works properly.
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1206 on: December 05, 2016, 12:37:36 pm »

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Max™

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1207 on: December 05, 2016, 12:53:07 pm »

Sand drifts?
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Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1208 on: December 06, 2016, 02:53:11 am »

General terrain material blending.

Here's a more improved version:

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CLA

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1209 on: December 06, 2016, 01:07:51 pm »

Looks really good!
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CLA - an ASCII-like Graphic Pack with simplified letter-like creature graphics. The simple and clean looks of ASCII with distinct creature graphics - best of both worlds!

http://www.bay12forums.com/smf/index.php?topic=105376.0

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1210 on: December 06, 2016, 01:23:16 pm »

Unfortunately, as it stands right now, this system supports upto 5 base materials on one z level at a time, which is not enough.

I might be able to manage instead by having 5 basic varieties, and each material gets one, and a color.

Off the top of my head, there's sand, dirt, and I guess 3 Stone types?
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Bumber

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1211 on: December 06, 2016, 02:27:14 pm »

Off the top of my head, there's sand, dirt, and I guess 3 Stone types?
Does grass count?
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Reading his name would trigger it. Thinking of him would trigger it. No other circumstances would trigger it- it was strictly related to the concept of Bill Clinton entering the conscious mind.

THE xTROLL FUR SOCKx RUSE WAS A........... DISTACTION        the carp HAVE the wagon

A wizard has turned you into a wagon. This was inevitable (Y/y)?

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1212 on: December 06, 2016, 10:50:55 pm »

No, grass is separate, and has a similar limitation, but it's counted separately.

The grass shader can handle 1 generic grass, and 4 special grasses, at the same time, but there's room to hardcode support for a few more, I think.
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Fleeting Frames

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1213 on: December 06, 2016, 11:48:58 pm »

rough, smoothed, engraved stone....But also built wood/glass/metal/clay/earthenware/stoneware/porcelain floors.

Oh, plus the rare troll fur buildings and whatnot. Embarked on one recently.

Rose

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Re: Armok Vision Project, or realtime 3D dwarf fortress. 0.14.0 Release!
« Reply #1214 on: December 06, 2016, 11:59:05 pm »

Oh, constructions aren't using this. Only natural stone.

Since constructions have no meaningful limits to what they can be, and they also don't need any smooth blending, I'm excluding them.

That still leaves smoothed and engraved stone, though, which is a problem, actually.
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