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]
