[Question] Procedural genration

Discuss technical features of Limit Theory and the LT Engine

Re: [Question] Procedural genration

Postby JoshParnell » Thu Oct 22, 2015 2:54 pm

Flatfingers wrote:I'm thinking about storing some generated data so that it doesn't have to be regenerated by slower computers.

But that's an optimization I suppose is irrelevant today.


Not at all...LT uses an on-disk storage cache for the 'big' assets. The bigger you allow the cache to be, the smoother the experience will be when travelling through systems (nebula and planet surfaces in particular are pretty darn intensive to generate, even on a good GPU!) Same thing goes for all models (computing ambient occlusion ain't cheap!)
“Whether you think you can, or you think you can't--you're right.” ~ Henry Ford
User avatar
JoshParnell
Developer
 
Posts: 4230
Joined: Sun Oct 07, 2012 3:06 pm
Location: Baton Rouge, LA

Re: [Question] Procedural genration

Postby Vartul » Fri Oct 23, 2015 4:38 am

I have a tangential question. A game like NMS allows destruction of its procedural terrain. Let's consider a tower. I destroy the middle of the tower, and the top topples over. Not Only that, but even if I leave a thin neck of support between the bottom and the top, the top should still topple over. So there's obviously a physics engine at work. The question is, would off the shelf physics engines work for voxel procedural terrain?


P.S. I know this will probably cause the thread to derail, but considering the number of my threads you guys have derailed, this is just karma bitches. :roll: :D :lol:
User avatar
Vartul
Captain
 
Posts: 583
Joined: Sun Dec 01, 2013 3:32 am

Re: [Question] Procedural genration

Postby Victor Tombs » Fri Oct 23, 2015 5:37 am

Vartul wrote:P.S. I know this will probably cause the thread to derail, but considering the number of my threads you guys have derailed, this is just karma bitches. :roll: :D :lol:


*chuckle* Ohh, a nice bit of payback invective there, Vartul. :thumbup:

:eh: your question...erm ...no idea but your PS was wickedly good. ;)
Victor Tombs
Elder Council Member
 
Posts: 7181
Joined: Tue Dec 25, 2012 6:58 pm

Re: [Question] Procedural genration

Postby Cornflakes_91 » Fri Oct 23, 2015 6:01 am

Vartul wrote:I have a tangential question. A game like NMS allows destruction of its procedural terrain. Let's consider a tower. I destroy the middle of the tower, and the top topples over. Not Only that, but even if I leave a thin neck of support between the bottom and the top, the top should still topple over. So there's obviously a physics engine at work. The question is, would off the shelf physics engines work for voxel procedural terrain?



I dont know any games which would do that at any scale you could still compare with NMS' terrain detail.

Medieval Engineers does something along those lines, but only with very coarse block grids, and they built their own engine for the voxel+block physics...
User avatar
Cornflakes_91
Admiral
 
Posts: 9016
Joined: Wed Mar 06, 2013 1:53 am
Location: Austria

Re: [Question] Procedural genration

Postby Gazz » Fri Oct 23, 2015 6:45 am

7 Days To Die is a voxel (1 meter blocks) engine with procedural terrain generation and building physics.

There are caves in the generated terrain but mostly it's "stable" plains / hills / mountains.

Prefabs (like a house) are handcrafted from blocks and populate the game world. They observe the building physics, too, although some are not very stable. =)
There is no "I" in Tea. That would be gross.
User avatar
Gazz
Moderator
 
Posts: 3180
Joined: Tue Nov 27, 2012 4:39 am
Location: In your brains. Thinking your thoughts.

Re: [Question] Procedural genration

Postby N810 » Fri Oct 23, 2015 9:39 am

Have you seem Miguel's voxel engine lately ?
http://procworld.blogspot.com/ :thumbup:
"A sufficiently advanced technology is indistinguishable from magic."
- Arthur C. Clarke
User avatar
N810
Captain
 
Posts: 668
Joined: Mon Nov 26, 2012 3:20 pm

Re: [Question] Procedural genration

Postby Silverware » Fri Oct 23, 2015 4:11 pm

What you do if you want voxels, is you do the entire world on heightmap, and then specify 3D regions where you can add or subtract voxels from the environment (or use CSG for the same effect) this allows you to offload them at long distances, and also allows you to produce what seem like seamless caves, alongside massive low cost world spaces.
ᕕ(ಠ‸ಠ)⊃━☆゚.*・。゚
Image
User avatar
Silverware
Vice Admiral
 
Posts: 2782
Joined: Sun Sep 07, 2014 3:23 pm
Location: Goattown-Three, Sigma Six, Goat Space

Re: [Question] Procedural genration

Postby Vartul » Sat Oct 24, 2015 1:52 am

Victor Tombs wrote:
Vartul wrote:P.S. I know this will probably cause the thread to derail, but considering the number of my threads you guys have derailed, this is just karma bitches. :roll: :D :lol:


*chuckle* Ohh, a nice bit of payback invective there, Vartul. :thumbup:

:eh: your question...erm ...no idea but your PS was wickedly good. ;)

Glad to know you liked it Victor. :D

I've been following Miguel's engine for quite some time, but I believe the physics component in Voxel Farm is a completely custom implementation. Very impressive stuff.
If I remember right, LT uses Bullet physics, which I guess is a good choice considering LT's requirements. What I want to know is, when Josh showed the planet surface, was collision detection running? And if it was, how easy was it to use Bullet physics with the procedural terrain?
User avatar
Vartul
Captain
 
Posts: 583
Joined: Sun Dec 01, 2013 3:32 am

Re: [Question] Procedural genration

Postby FormalMoss » Sat Oct 24, 2015 7:37 pm

[quote="Vartul]

If I remember right, LT uses Bullet physics, [/quote]

Just did a google, and it came back with:
https://www.youtube.com/watch?v=PfezSJB21vk

"
Some rigid body physics tests I made in Blender. Simulated using the blender bullet physics engine.

A lot of tests used Kapla / Keva sized planks. Some were inspired by the Phymec rigid body tests, especially the 4400 plank building one which had a very similar construction to the building in the most popular Phymec video.
"

With the tutorial here:
http://www.mobymotionblog.com/2014/04/t ... ies-2.html
YAY PYTHON \o/

In Josh We Trust
-=326.3827=-


User avatar
FormalMoss
Captain
 
Posts: 953
Joined: Fri Jun 06, 2014 8:06 am

Re: [Question] Procedural genration

Postby Cornflakes_91 » Sun Oct 25, 2015 9:08 am

Vartul wrote:If I remember right, LT uses Bullet physics, which I guess is a good choice considering LT's requirements.


viewtopic.php?f=12&t=432&p4838#p4838


On the rest of your question: shouldnt be that hard, the pcg terrain is just a normal "ground" collision mesh which can be handled like the ground in any other game.

Voxels with physics on them are a completely different thing, though
User avatar
Cornflakes_91
Admiral
 
Posts: 9016
Joined: Wed Mar 06, 2013 1:53 am
Location: Austria

Previous

Return to Technical



Who is online

Users browsing this forum: Exabot [Bot] and 2 guests