Project Octant Part 7:Slopes

By Shamus Posted Monday May 14, 2012

Filed under: Programming 97 comments

Now that we have a world based entirely around the idea of cubes, you know what we need? Slopes. This is something that’s been on my mind for ages. I’ve run around the Minecraft landscape and wondered, “What would this look like if the cubes could slope to form beveled outlines?”

octant6_14.jpg

Slopes aren’t really a foreign idea to an octree-based world. Minecraft has steps, which are basically slopes for the purposes of blocking light (they don’t) and collision. I want to take this one further and make slopes a part of the natural landscape. Like a lot of the stuff with this project, I’m not sure how well this will work out.

The trick here will be that the software needs to be able to look at a landscape and figure out which blocks should be turned into ramps, which ones should be turned into corners, which ones should remain cubes, and which way the slopes should face.

First, I need to set some parameters:

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Alan Wake EP12: Murder and Coffee Thermoses

By Josh Posted Saturday May 12, 2012

Filed under: Spoiler Warning 178 comments


Link (YouTube)

And the (very late) final episode of the week. Fortunately, it’s completely topical and we don’t spend fifteen minutes driving cars into trees.

 


 

Josh Plays Shogun 2 Part 19: Holding it Together

By Josh Posted Saturday May 12, 2012

Filed under: Spoiler Warning 45 comments

splash_shogun2_josh.png

Yes, it’s finally back! After gathering vital intelligence at PAX and fighting off the vile ninja minions of Rutskarn, Oda Nobunaga has finally returned to conquer Japan! Now let’s see, where were we? Oh yes, we fought some siege battles, had half of Japan declare war on us (including the largest and most powerful clan in the entire country, the sea-ruling Mori) and extended our domain to the doorstep of Kyoto and the ruling Ashikaga Shogunate.

shogun18-21.jpg

Oh yeah, and we converted to Christianity so we could crash our entire economy and insult every other clan on the island for the slim chance that we can build some European-style galleons to stop the inevitable Mori naval invasion before it happens.

If our own citizens don’t get us first.

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Alan Wake EP11: Physics and Pasties

By Josh Posted Friday May 11, 2012

Filed under: Spoiler Warning 116 comments


Link (YouTube)

So this wasn’t actually a short week or anything; I didn’t delay this post because we didn’t have a fourth episode. No, I was just sick Thursday morning. I suspect Shamus might be trying to get back at me for crushing all of those sleeping pills into his tea last week.

Also, for those of you interested, Josh Plays is totally actually really coming back tomorrow. For real this time. Like, the post is (almost) all written, I just need to finish the last bit and compile all of the images for upload. And of course there will be the fourth Spoiler Warning episode next week too. And hey, Shamus might have even written an article for the Escapist this week! (But I get bonus points if Shamus only remembers that he was supposed to do that when he reads this post.)

 


 

Project Octant Part 6:Tiling

By Shamus Posted Friday May 11, 2012

Filed under: Programming 82 comments

So here we are, six entries into this series and we haven’t really done much in the way of making software. I actually find this kind of liberating. In Project Frontier I felt driven to get my core features in there. I like that this project is more an excuse for endless digressions. It’s a lot easier to navigate when you don’t care where you’re going.

Still, I guess we’d better get started with the actual thing and stop whinging on about technology and development platforms. First, let’s look at texture mapping…

octant6_2.jpg

(We don’t have a lighting system yet, so I’m just painting the sides of cubes darker than the top. That’s close enough for now.)

I’ve slapped the default stone texture from Minecraft onto this landscape so I can illustrate the thing I want to work on. As in Minecraft, flat stone can look kind of dull if you see too much of it at once, and I’ve deliberately designed this scene to show us way, way too much of it.

This texture is kind of bland. I mean, it’s a scattering of grey values that barely deviate from each other. Of course, this is by design. Notch knew what he was doing when he made his textures. Some well-meaning modders come along and try to make the textures more “interesting”, and you wind up with:

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Alan Wake EP10: Nightingale, Agent Nightingale

By Josh Posted Wednesday May 9, 2012

Filed under: Spoiler Warning 142 comments


Link (YouTube)

And we almost made it through a whole episode without fighting any darkness-related creatures. Damn.

Oh well. At least we have coffee.

 


 

Project Octant Part 5:The Rainbow Collection

By Shamus Posted Wednesday May 9, 2012

Filed under: Programming 69 comments

Today we’re finally going to start adding some features to make this thing look a bit more… What? You say you want another digression on noise filtering and interpolation techniques? You sure? Okay then!

(Nerd!)

If you remember from last time, we’re taking tables of random white noise and expanding them to create “interesting” patterns. Stuff like this:

octant5_1.png

Now, I really don’t want to have the next bunch of images be black & white scramble squares. That’s boring and it’s actually hard to see the effect I’m talking about. So I’ve altered my program to output example images that will use color-blending to make the gradients more clear. So the above image now looks like this:

octant5_2.png

Just remember we’re not really dealing with color data right now. We’re actually just generating heaps of numbers between zero (dark blue) and one (red) and this color-fade makes it easier to see what we’re doing. Okay? Great.

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