Version 1.86 Released, corridor-enabled
Collisions are coming together, even if they are simplistic. This means we can now explore an infinitely-generated space, full of corridors and rooms. The latest version has been uploaded, the very same one from the teaser vid. Please note that there are disabled stubs for working with ffmpeg, but I decided it was far too […]
In: Uncategorized · Tagged with: code, collisions, corridors, interior, Megastrata, noiseviewer, procedural content generation
Megastrata teaser video
Despite the patina of silence, the NoiseViewer project has been progressing in leaps and bounds these past few weeks. The internal modeling has begun to take shape, and it is actually possible to start exploring a few of these endless corridors. The name has gradually started becoming “Megastrata”, as it morphs away from being an […]
In: Uncategorized · Tagged with: Megastrata, noiseviewer, preview, procedural content generation, showcase, teaser, video, youtube
Concept and design – a patchwork approach
In lieu of proper concept artwork or mock designs for a potential finished project, putting together photos discovered on Flickr has become a windfall of concept design. Using Flickr’s new Gallery feature, I have put together a few megastructure explorations. These are built from other users’ photos, but represent a larger structure that crosses space […]
In: Uncategorized · Tagged with: architecture, concept, design, flickr, found artwork, game, Megastrata, megastructure, noiseviewer
Junctions and Overhauls [version 1.84]
The NoiseViewer has come a long way since its inception some months ago, but there is still much to do. The code is about to undergo another radical reconfiguration, this time extracting ourselves from the original 2d-oriented architecture, and cementing the World object as master over 3D entities. The “ConnectingBoxes” layer has been retired, having […]
In: Uncategorized · Tagged with: 1.84, architecture, boxes, code, connectivity, disjoint sets, noiseviewer, procedural content generation, redesign, structure
dev twitter account
Follow up-to-date tweets on the development of the NoiseViewer and other Megastructure projects on Twitter with @megastrata.
In: Uncategorized · Tagged with: dev, Megastrata, meta, noiseviewer, site news, twitter
Disjoint sets and connectivity (version 1.83)
This version of the NoiseViewer provides a new layer type: ConnectingBoxes. Connecting boxes build a rudimentary network of paths throughout the visible render window. It does this by taking advantage of a data structure called Disjoint Sets, using the Union and Find algorithms. Cells try to be connected as much as they can, and paths […]
In: Uncategorized · Tagged with: algorithms, boxes, connectivity, disjoint sets, noiseviewer, procedural content generation, pseudorandom, union-find
NoiseViewer Version 1.8: leaping to the third dimension
The NoiseViewer has been improved once again. Today’s version brings 3D pattern generation capability. Albeit a simple implementation, but nonetheless a start. Building in 3D is available by choosing the “Boxes” layer type, and clicking “Change base”. (Boxes are not available as a sub-layer.) Here is a screenshot of the boxes in action. Here, their […]
In: Uncategorized · Tagged with: 1.8, 3d, boxes, noise, noiseviewer, procedural content generation
Mac version, new information page
Wolfgang has kindly provided a Mac OS X build for the NoiseViewer. This download and further information available on the new NoiseViewer Information and Downloads page.
In: Uncategorized · Tagged with: code, information, meta, news, noiseviewer