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Wyoming, USA
Adventures of Goblinson Crusoe
1,239 comments
45 followers
453 entries
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JTippetts
June 16, 2005
As promised-- turbulent road shots
Roads with turbulence applied (and different texture maps)--







727 views
JTippetts
June 16, 2005
And more roads...
Just can't seem to get off the subject of roads...

I'm working on a new method right now to prevent some of the weird, drastic elevational changes in the original method that resulted in so many long, high causeways and other unnatural formations.

In this new method, I start with the same tesselated …
1,493 views
JTippetts
June 13, 2005
Roads
Here are a few zoomed-out shots of some procedurally generated roads through heightmapped terrain, as part of my ongoing farting around. The roads are randomized as a set of 16 points distributed across the map, equally spaced in the X direction and randomly spaced in the Y direction. Finer-grained…
857 views
JTippetts
June 10, 2005
Stuff
In every project I take on, there are certain transitional points that I always seem to have a hard time getting past. One of these transitional points usually comes when I've got the map or level stuff finished, and I move on to objects--all the 'stuff' that makes the project more of a game and le…
617 views
JTippetts
June 06, 2005
Terrain blending
As per request by jollyjeffers (see journal entry immediately preceding this one), I decided to write up a little bit about how I am implementing the new terrain blending scheme in Golem3D.

To start with, I build a large vertex buffer to hold the terrain vertex grid. Each vertex has a xyz, normal, d…
2,205 views
JTippetts
June 06, 2005
New Golem3D terrain blending scheme
I finally got around to re-vamping the Golem3D tile blending scheme. Initially, it used the same sort of tile blending scheme that the Accidental Engine currently uses, ie separate alpha mask textures are combined with a terrain texture using multi-texturing in order to create the terrain blends. T…
2,916 views
JTippetts
June 04, 2005
libnoise
Somewhere (I can't remember where) I came across a McLinkerson to the library libnoise, a noise-related library I hadn't seen before despite my extensive googling. It's actually pretty decent, and I like the way the library chains various classes to create a sort of noise cascade. You attach source…
2,030 views
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JTippetts
June 03, 2005
Ghosts 'n stuff
This thread of phantom's got me thinking a little bit about some of the scary shit that has happened to me over the years. Some pretty weird stuff, that I am sure probably has some perfectly valid and rational explanation, but which I much prefer the supernatural explanation. It's more fun that way…
622 views
JTippetts
May 28, 2005
Accidental and stuff
With this latest Accidental article (and some revisions/addendums I am fiddling around with for it) I've been really annoyed by the limits of 2D tilebased stuff, since a lot of the usefulness of a technique such as discussed in the article (using noise to apply turbulence to a pattern) really comes…
531 views
JTippetts
May 23, 2005
Turbulence tutorial
In a fit of boredom, I hammered out another Accidental article the other day. It deals with some uses of Perlin noise for generating turbulence. Some pretty cool stuff can be done with it.

I've thought about changing things up with the next couple of articles. I thought about writing one or two abou…
528 views
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