As programmers, we are accustomed to dealing with images in RGB format. It's the 'native tongue' of the hardware, after all; RGB is the format the graphics card uses to move pixels around. The actual pixels themselves are comprised of clusters of red, green and blue units, so the translation from m…
If you want to eliminate the optical illusion that confuses the eye and makes the previous floors look like the mortar lines are outset, you need more realistic lighting than just bump-mapping. For this version, I simply imported the heightmap into Blender, used it to displace a finely subdivided p…
After posting the previous, I kept on tinkering and removed a few steps from the process. It didn't make sense that I kept having to bounce back and forth between the GIMP and the Accidental tool, so I proceduralized the entire thing, removing the GIMP stages completely. The result can be found her…
Making Programmer Art: Tiling Rough Stone Floors
Dungeon floors. You've seen 'em, I've seen 'em. We've all of us died on 'em at some point in our lives. Here is a fairly simple method I've come up with for creating a rough-stone paved floor texture that tiles, suitable for entry in the category of P…
Dungeon floors. You've seen 'em, I've seen 'em. We've all of us died on 'em at some point in our lives. Here is a fairly simple method I've come up with for creating a rough-stone paved floor texture that tiles, suitable for entry in the category of P…
Getting back to the randomly generated island...
I had mentioned in a previous post that I was thinking about doing a Dragon Warrior-ish type of game, with a randomly generated world. You know, with an absurdly scaled player avatar wandering around a stylized world map with mountains and forests and…
I had mentioned in a previous post that I was thinking about doing a Dragon Warrior-ish type of game, with a randomly generated world. You know, with an absurdly scaled player avatar wandering around a stylized world map with mountains and forests and…
After the last journal post, I got to thinking about how I tend to not like the layouts that accretion algorithm generates, especially with large numbers of boxes. There tends to develop a very tendril-like, tentacled appearance to the layouts, as later boxes append themselves to protrusions, thus …
In the previous journal entry, I got into a bit of a discussion with Daerax about randomly generating dungeons. As I have described before, I typically use a system of progressive refinement, wherein I begin with a rough layout, and iteratively refine each piece of the whole, using randomization to…
I still need to refactor a whole bunch of the noise library and associated source, but I'm uploading a zip of it anyway. Included is all source for the integrated Lua interpreter, based on the source for the official interpreter, with the noise library stuff added in. The package includes a pre-bui…
For several years I've had it in my head to make an old-school Dragon Warrior style RPG, only with randomly generated maps and areas. Sort of toward that end, I've revisted my island generator, rebuilding it with the updated noise library. Above are a couple of examples, elevation only; I'm redoing…
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