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Development Log for Game (In progress)
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Araes
Plush


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Aug 2006


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Old Oct 1, 2022, 03:14 PM Local time: Oct 1, 2022, 03:14 PM #26 of 28
Weird issue. Almost too efficient. Using the method I've implemented, I'm performing a lot of the calculations on the GPU. However, with standard formats, only 8 bits of resolution are available for x, or y, or z, because its just like a color where you only have 0-255.

So if the framerate is too fast, then the amount a unit moves can easily be smaller than 1/255th.

Even on emulator, regularly getting >20 fps with 400k, so the amount a unit moves is well below 1/255th / frame quite often. Faster it gets, the worse it gets.

If the calculated move is < 1/255th of the vector from x0 to x1, the unit simply does not move.

May have to hardware limit the movement calculations, just to ensure that the units fall within allowable moves.

Also considering trying to use wider color space (10 bit, 16 bit color).

Most evident in this video (notably does not actually affect the framerate, you can still scroll). Just unit movement stutters.

https://youtube.com/shorts/iVkPBlvb_u8?feature=share

How ya doing, buddy?
Araes
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Aug 2006


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Old Nov 3, 2022, 03:51 PM Local time: Nov 3, 2022, 03:51 PM #27 of 28
Another update, this time on planet development. Been working on shaders and then rendering a planet for interaction. The goal is eventually to be able to move armies around the map, choose a conflict location, and then have the game generate terrain representative of the conflict location.

The first step was generating textures. Currently still using a tiling method. Found a freeware program Texturelab that seemed acceptable. Minimalistic node interface and relatively large selection of modules. (https://www.texturelab.io/)

Originally started off with something complicated like this (was trying to do edge matching for a bunch of different orientations.


Eventually found a texture splatting approach that was quite a bit simpler. Now only requires a small texture sheet of the basic terrains.


From there, a lot of work on developing what's known as a spherical roam algorithm so that a spherical object can be viewed at different levels of detail and update correctly.

Now have a planet generation system that blends between various terrain and works nicely down to about 80,000 triangles for the planet.

Far Away


Near By


Floating Near the Surface


Next up is to try and develop heat, precipitation, and biomes for some diversity in the the actual surface tilings. And make a couple improvements to reduce the "squareness" of the tilings.

How ya doing, buddy?
Araes
Plush


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Aug 2006


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Old Dec 5, 2022, 07:56 PM Local time: Dec 5, 2022, 07:56 PM #28 of 28
Finished up temperature, precipitation, and biomes.

Working example shown below:


Biomes are based on this general idea of biomes with dividing lines for biome regions sketched in red.


Next up is trying to get erosion to work on a spherical planet. Currently have a functional erosion shader working, except only for a single region. Example can be found over at Shadertoy at:
https://www.shadertoy.com/view/mssXRB

Getting the shader to operate well with multiple interconnected regions is proving...challenging.

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Exploding Garrmondo Weiner Interactive Swiss Army Penis > Garrmondo Network > The Creators' Cafe > Development Log for Game (In progress)

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