Elevated – v1.88
After starting year 2 of physics at TAU, it’s been hard to find time for anything other than schoolwork or zoning out. It’s been more than a month since last code update, and not much has improved. Elevators are now usable, complete with internal colliding surfaces. Most of the development has been trying to fix […]
In: Uncategorized · Tagged with: 1.88, code, game, Megastrata, procedural content generation
screenshot smorgasbord, elevators
Slowly but surely, scriptable objects (like elevators) are being incorporated into the engine. Here are some new screens, reflecting changes in lighting and modeling. Also, the new elevator shaft rooms are visible. (Wolfgang discovered the ceiling pillars that go on forever.)
In: Uncategorized · Tagged with: elevators, environment, exploration, gallery, images, lighting, Megastrata, procedural content generation, screenshots, scriptable, shafts
Collisions and Cosmetics – v1.87
Version 1.87 released: as usual, to be found on the information page. Major changes in this version include a newer, less degenerate collision engine. The player now collides with surfaces, instead being manually bound to a certain volume. Also, steps have been taken towards making the corridors more visually interesting. This means adding chamfering to […]
In: Uncategorized · Tagged with: architecture, collisions, cosmetics, exploring, Megastrata, procedural content generation, screenshots
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
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
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
NoiseViewer, version 1.75
Overview of version 1.75 Certain breakthroughs have led us to a plethora of new and amazing noise! We have made the leap from continuous noise to discrete noise patterns, which will help us later. Here is a nice island, which is trivial to make in the latest version: (XML) And here are some shots of […]
In: Uncategorized · Tagged with: 3d, circles, code, discrete noise, procedural content generation, pseudorandom, simplex noise, squares
Circles and Squares
Overview of version 1.6 Hello, and welcome to version 1.6 of the famous NoiseViewer. This “release” has a number of new and amazing surprises. For instance: thanks to the TinyXML library, now you can save and load your creative patterns to an XML file (not yet supported on OS X). Also, new layer types are […]
In: Uncategorized · Tagged with: circles, code, example, layers, procedural content generation, pseudorandom, squares, tinyxml, XML