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Everything posted by shadmar
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Cool, have to try this
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Looks like a good approach, I guess one type of blurring will be enough, but I cannot think of a good reason to use any other type than downsizing. What about matrices? Can you access them like before? projection, camara and normal matrix. Also getting buffers like normal,position,depth.
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They are made by @tjheldna so it's not my permission to give. But you can use the shaders to your liking if not otherwise is staded in them.
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There are water shaders in Dino Land you can steal (whole game is unencrypted) I believe the rest of the sahders are also there.
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Here is the code for terrain.lua --Get the primary display local displaylist = ListDisplays() local display = displaylist[1]; if display == nil then RuntimeError("Primary display not found.") end local displayscale = display:GetScale() --Create a window local window = CreateWindow(display, "Terrain", 0, 0, math.min(1280 * displayscale.x, display.size.x), math.min(720 * displayscale.y, display.size.y), WINDOW_TITLEBAR + WINDOW_CENTER) --Create a rendering framebuffer local framebuffer = CreateFramebuffer(window); --Create a world local world = CreateWorld() --Create a camera local camera = CreateCamera(world) --camera:SetClearColor(0.25) camera:Turn(35,0,0) camera:Move(0,12,-33) --Create a light local light = CreateLight(world,LIGHT_DIRECTIONAL) light:SetRotation(45,-55,0) light:SetColor(4,4,4,1) --Create terrain local terrain = CreateTerrain(world,256,256) terrain:SetScale(256,200,256) --Add a material layer local mtl = LoadMaterial("Materials/Dirt/dirt01.mat") local layerID = terrain:AddLayer(mtl) terrain:SetMaterial(layerID, 0, 0, 256, 256, 1) --PERLIN NOISE local p = {} local permutation = {151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 } for i = 0, 255 do p[i] = permutation[i + 1] p[256 + i] = permutation[i + 1] end local function fade(t) return t * t * t * (t * (t * 6 - 15) + 10) end local function lerp(t, a, b) return a + t * (b - a) end local function grad(hash, x, y, z) local h, u, v = hash % 16 if h < 8 then u = x else u = y end if h < 4 then v = y elseif h == 12 or h == 14 then v = x else v = z end local r if h % 2 == 0 then r = u else r = -u end if h % 4 == 0 then r = r + v else r = r - v end return r end local function perlin(x, y, z) y = y or 0 z = z or 0 local X = math.floor(x % 255) local Y = math.floor(y % 255) local Z = math.floor(z % 255) x = x - math.floor(x) y = y - math.floor(y) z = z - math.floor(z) local u = fade(x) local v = fade(y) local w = fade(z) A = p[X ] + Y AA = p[A ] + Z AB = p[A + 1] + Z B = p[X + 1] + Y BA = p[B ] + Z BB = p[B + 1] + Z return lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ), grad(p[BA ], x - 1, y , z )), lerp(u, grad(p[AB ], x , y - 1, z ), grad(p[BB ], x - 1, y - 1, z ))), lerp(v, lerp(u, grad(p[AA + 1], x , y , z - 1), grad(p[BA + 1], x - 1, y , z - 1)), lerp(u, grad(p[AB + 1], x , y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1)))) end function fbm(x, y, z, octaves, lacunarity, gain) octaves = octaves or 8 lacunarity = lacunarity or 2 gain = gain or 0.5 local amplitude = 1.0 local frequency = 1.0 local sum = 0.0 for i = 0, octaves do sum = sum + amplitude * perlin(x * frequency, y * frequency, z * frequency) amplitude = amplitude * gain frequency = frequency * lacunarity end return sum end --- ### This should match terrain created local terrainsize=256 local octaves=12 -- more is finer noise but slower local lacunarity=1.9 -- size of noise local gain=0.6 -- height gain for i=-127,127 do for j=-127,127 do local noise=fbm(i/terrainsize, 11, j/terrainsize, octaves, lacunarity, gain) terrain:SetElevation(127+i,127+j, 15+noise*20) end end --Update normals of modified and neighboring points terrain:UpdateNormals(0, 0, 256, 256) --Add another layer mtl = LoadMaterial("Materials/Rough-rockface1.json") rockLayerID = terrain:AddLayer(mtl) --Apply layer to sides of hill for x=-127,127 do for y=-127,127 do slope = terrain:GetSlope(127 + x, 127 + y) alpha = math.min(slope / 15, 1.0) terrain:SetMaterial(rockLayerID, 127 + x, 127 + y, alpha) end end --Main loop while window:Closed() == false do world:Update() world:Render(framebuffer) end
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I have no idea why it's not in the library, but here you go: Edit: Attachment moved here: https://drive.google.com/drive/folders/1oRRGES10bTlqsE18Q13metVpevmgy2qd?usp=sharing
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unzip it, it believe it is unencrypted.
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Ah yes, that is true.
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If you dismantle the game Dino Land, it has a raymarched ocean you can use.
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It looks like there is less geometry in the second picture. Missing a stack on the right side.
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Maybe someone made one?
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Looks great
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How infinite terrain can be implemented in Leadwerks Engine 5
shadmar commented on Josh's blog entry in Development Blog
This is very exciting news! -
Ah I'm sorry, I meant in the Leadwerks Editor, clicking the sphere primitive from button or menu. If you create a sphere, the editor will crash.
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I still get crash when making a sphere.
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seems to be fixed.
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Launching a game 4.5 game (new project) via editor crashes, but clicking the exe directly works.
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If I want to make a New project , the OK button is greyed out. Edit: can't start with a number.
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I cant make sphere primitive. EXCEPTION_ACCESS_VIOLATION
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That is an ancient graphic card. It does not support OpenGL4, only 2.1.