BTW,this guy suggest much more feasible solution:

http://pixelero.wordpress.com/2009/01/22/flight-25/

On Thu, Jun 9, 2011 at 9:36 AM, Michael Iv <[email protected]> wrote:

> 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]
>



-- 
Michael Ivanov ,Programmer
Neurotech Solutions Ltd.
Flex|Air |3D|Unity|
www.neurotechresearch.com
http://blog.alladvanced.net
Tel:054-4962254
[email protected]
[email protected]

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