The Big Procedural Game Journal

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It's not the 'Journal' that's big - but the game ;) This blog is for detailing my slow progress towards making a Big Procedural Game.

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1 followers
16 entries
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nukomod
June 12, 2018
Planet Generation Plans

 

Hey all!

This time I'm going to write a little about my plans for generating planets. This entry won’t go into any specific details of the terrain generation but will be just a very high level overview of the basic framework. I don't think any of the ideas in here are new.. the procedu…

9,427 views
nukomod
May 16, 2018
Random Progress - May 2018

I've being progressing a few random things.

Generators That Don't Make Models 

First up I added a JSON visualiser so I can browse the output of generators that don't create 3D models. There will be plenty of these kicking about.

I'm using JSONViewer by Roman Makudera to do this …

2,209 views
nukomod
May 01, 2018
Debug Text

Having decent tools to debug the generators is crucial. One of the tools I always like to have is lots of debug rendering features. Putting debug text in the world is a big part of that, so I need ThreeJS to do that for me. ThreeJS has some nice stuff built in but I don't want to add dependencie…

2,490 views
nukomod
April 26, 2018
Generator Testbed V6 Video

 

This video is showing early work on my procedural generation test bed. Everything is in javascript using ThreeJS and ThreeCSG.

0:00 - Starts with a cube generator and overriding its input parameters to change it's size.

0:12 - Showing a geometry subtraction test. This …

2,239 views
nukomod
April 17, 2018
Prototyping In Javascript

I've shifted the project from C++ to JavaScript during this prototyping phase.  I've done this for a few reasons:

  • This makes the project incredibly portable, allowing me to work on it on different devices easily.
  • Prototyping in JavaScript is easy.
  • Threejs is cool and easy to use…
2,477 views
nukomod
November 06, 2014
Expanding Earth Theory
A good while ago I stumbled across this video on youtube about a theory that the earth grew in size and the tectonic plates 'float' on top of this expanding sphere.

[media] [/media]

Now despite this being somewhat scientifically questionable it did get me thinking that it might be fun to model a pro…
3,343 views
nukomod
September 10, 2014
Code Status & Geodesic Spheres
This time I'm giving an update on the status of the code itself. It's still early days but at the moment I've been working on mesh generation helper code. The first mesh generation function I have working is for geodesic spheres, a cool piece of geometry!

It's built from an icosahedron as the base w…
2,671 views
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nukomod
August 29, 2014
Scripting Languages
Scripting languages can be a can of worms. I want to make sure I open that can for the right reasons!

I want the code that does any heavy lifting of the generation to be in C++ for performance reasons (and debugging!). I also want the generation steps of objects to have rapid iteration in a forgivin…
2,476 views
nukomod
August 28, 2014
Changing the universe
To make a universe more than just a static diorama things have to change. Time should have an effect, so planets spin and the sun can rise, but more importantly the players actions should have an effect.

If the player gets their hands on a planet destroying super weapon it would be very unsatisfying…
2,362 views
nukomod
August 26, 2014
Coordinates & Compressed Space
Having a big universe to play in is going to require some thought into how to locate things.

The Milky Way is 120kly (ish) according to Wikipedia. That's kilo-light years. That sounds big! Ok lets say I want to positiom things with millimetre accuracy. A light year is 9.4605284 x 10^18 millimetres (…
2,563 views
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