He he , no guys that doesn't work this way . You will probably get ugly and clumsy results. As one of the articles in the link describes , you should use a perlin noise map and a ray which always traces already generated part if the terrain. Once the highest point on the ray gets higher than the highest intersection point you process pixels for the terrain if not you paint them by the sky sample map. So it is shader based stuff. I have understood how to do it with OpenGL as the shading language there is much more understandable than the raw AGAL . In molehill it may be more challenging i believe mostly in terms of performance . Because you should cast a ray for every pixel on the screen . Anyhow if someone fills he wants to give it a try and then release it for " the masses" I will happily assist with what I can . Also the good idea would be to consult David on this topic as this kind of work is his domain . Sent from my iPhone
On Jun 9, 2011, at 5:12 AM, Jahiro <[email protected]> wrote: > I too am really interested in how to go about this - I have an idea > that might work. > > I don't know anything about best practices around procedural terrain > generation so apologies if this sounds dumb, but could you do > something like this? > > 1) generate a big strip of Perlin noise bitmap, like 1000x4000 > 2) use the Perlin noise as a HeightMap and generate the terrani using > the Broomstick Elevation class > 3) fly the camera over the terrain - when the camera gets close to the > edge of the terrain, repeat steps 1 and 2 above and plug on another > strip of generated terrain. > > Now, the 2 generated terrains obviously wouldn't match up nicely - the > 2 edges that touch would have very different topology, so there would > have to be an algorithm that takes the vertices along the edges of the > 2 terrains that need to join up, and 'stitch' them together, by > working out a nice way to blend the 2 edges. > > Does that sound feasible? That was the approach I was going to take, > but would be great to hear of the 'proper' way to do things. > > > > On Jun 7, 8:52 am, Choons <[email protected]> wrote: >> hell yeah David's demo on JITB has me stoked. >> >> http://www.derschmale.com/2010/10/07/ray-tracing-with-pixel-bender-us... >> >> Now how can I do exactly that in Broomstick? I'm studying his source >> code now. The 2nd preview release of Pixel Bender 3D is out but sadly >> looping is still not implemented so the same main issue he mentions in >> his article remains. God it looks cool though >> >> On Jun 6, 11:47 am, Michael Iv <[email protected]> wrote: >> >> >> >> >> >> >> >>> David Lenaerts, Away3D team member .He has got an article on terrain >>> raymarching >>> his blog "Der Schmale" >>> Also these two articles are very informative.I also want to develop such a >>> utility but have to much work now.If Away could put such a tool into the >>> framework it could be really nice. >> >>> http://www.subblue.com/blog/2009/3/7/tracing_a_terrain >> >>> http://iquilezles.org/www/articles/terrainmarching/terrainmarching.htm >>> <http://www.subblue.com/blog/2009/3/7/tracing_a_terrain> >> >>> On Mon, Jun 6, 2011 at 7:35 PM, Choons <[email protected]> wrote: >>>> @Ringo I'm interested to see what I've come up with too ; ) I'll post >>>> it soon. No Bullet Flash in it yet but that is next. >> >>>> @Michael which David? There's about 4 regular Dave's on here. >> >>>> I got my head around (tried to) some multi-fractal solutions like >>>> rescale-and-add and noise synthesis this weekend. They look like good >>>> solutions to handle creating terrain on the fly that can also do LoD, >>>> but how to texture/color them isn't obvious to me. I'm hoping not to >>>> to have to reinvent the wheel here if someone has already got a >>>> working solution. >> >>>> On Jun 6, 1:46 am, Michael Iv <[email protected]> wrote: >>>>> I think you should talk to David >> >>>>> On Mon, Jun 6, 2011 at 9:31 AM, ringodotnl <[email protected]> wrote: >>>>>> Hey Choons, >> >>>>>> Interested to see what you come up with. >> >>>>>> On Jun 5, 7:55 am, Choons <[email protected]> wrote: >>>>>>> Hi - I've been working on a flying demo and have started looking at >>>>>>> ways to create a procedural terrain that always fills in ahead of the >>>>>>> flight direction and is destroyed as it scrolls off the screen. I'm >>>>>>> partial to a diamond-square approach but wanted to check in here to >>>>>>> get ideas before I proceed. How would you guys go about it in >>>>>>> Broomstick? >> >>>>> -- >>>>> Michael Ivanov ,Programmer >>>>> Neurotech Solutions Ltd. >>>>> Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net >>>>> Tel:054-4962254 >>>>> [email protected] >>>>> [email protected] >> >>> -- >>> Michael Ivanov ,Programmer >>> Neurotech Solutions Ltd. >>> Flex|Air |3D|Unity|www.neurotechresearch.comhttp://blog.alladvanced.net >>> Tel:054-4962254 >>> [email protected] >>> [email protected]
