[leveller] Re: Digital Surf

  • From: "Carl Lingard" <lingardc@xxxxxxxxxxxxx>
  • To: <leveller@xxxxxxxxxxxxx>
  • Date: Sat, 29 Sep 2007 13:23:02 +0100



Long term, I'm planning on adding Terrain Viewer as a scene export option for Leveller. But the system needs to figure out by itself where the shoreline is -- currently it's hard coded. Plus some material map system needs to exist; not every shore is a beach.


Great news! Leveller has often been my preferred way to visualise terrain models or
wips. It seems to be the way other terrain modellers are going too.

Relatedly , what would be super useful is a way of moving between terrain models and the final
renderer in a much more managed way. We've talked about this on ME-DEM.
we need more streamlined ways to produce textures more directly from the terrain- obviously flow maps are the basis of this at present. A heightmap is only the terrain half-finished- and if it's a very large heightmap of varying geographies (and even latitudes), that's going to be one large texture requiring a lot of work and/ or
thought.
The renderers are going to have procedurals, but, unless you can find a way to drive those procedurals, across renderers, then our best met is to stick with maps right?




The usefulness of the app is dubious... a game studio, e.g., will already have their own render engine. Personally I like having a nicely rendered island just "to get away" when taking a break. But I don't know if lots of people go for that sort of thing.


Well it's the second life thing isn't it? :) I do go for this and I know others who do too. The main reason I buy computer games is to immerse myself in the enviroment (and to see the state of play of technology)- I often don't complete the games these days. Looking at the Typhoon engine for eg, that really is very cool and extremely pleasant to amble about in because it favours simulation rather than gameplay. Having looked into a few mmorpgs, I know that a lot of people talk about building houses in the
back of beyond. But then we're back to your stated reservation.




I'm also looking at Second Life scripting, to help spruce up SL sims.

What kind of scripts would you write?


But Terrain Viewer is faster to launch than SL and I can code in C++ which I'm more familiar with, so it's easier to prototype effects for now this way. Machinima is a more useful application, but that needs scripting, which SL has. Or maybe one of the open source game engines can be used.

Have you been following the recent convos on ME-DEM Ray ?

http://www.me-dem.org/component/option,com_fireboard/Itemid,43/func,view/id,2490/catid,4/

We're looking into a real time viewer. Why not get involved more directly with what we're planing to do? I know that RedRobes is keen to develop on an open source
terrain viewer and in fact integrate his geomorpher with texture output.



Carl

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