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Skyline Forums • View topic - Procedural Island
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Procedural Island

Procedural Island

Postby planetX » 21 Jan 2018, 12:07

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Re: Procedural Island

Postby lordalmighty1 » 21 Jan 2018, 12:52

nice vid and setup there m8 :).
just 1 thing i noticed the trees poppin in are not viewable from further out? seems rather close atm for them to player like.
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Re: Procedural Island

Postby SolarPortal » 21 Jan 2018, 14:04

wow, impressive! Procedural generation looks really good.. nice densities and clusters.. Nice work m8! :)

As for the vertice editing, its on the todo list so users can create custom meshes or at least modify terrain vertices..
But what you have done seems to be working really well... looking forward to seeing how this progresses



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Re: Procedural Island

Postby StarFire » 21 Jan 2018, 15:04

Awesome! You rock! :shock: :shock: :D
I am blown away, this concept has a lot of mileage. As with your other project I am am excited to see this develop. :D :D

We did look at noise generation of vegetation and other procedural placement of in game content such as spawn points, health, survival items. But we are still a long way from playing with it. I never imagined that through Lua alone you could get great results and you beat us to it lol! Awesome, like I said, you Rock man!

I think vertex will have to be passed to Lua now :D

You could develop this into an editor side tool with its own skyline ui and sell it in the new store?

Again keep up the great work! :D :D
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Re: Procedural Island

Postby planetX » 21 Jan 2018, 16:20

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Re: Procedural Island

Postby StarFire » 21 Jan 2018, 16:31

This is where c++ is faster, I think there could be a way of creating the noise or some sort of procedural function to run c++ side and only feed it some raw data from lua. This way the performance in generation would be fast but controlled from lua settings.

The run time lagging or popping could be smoothed out, thats if its due to the spawning of the items as the player moves?

BTW like the survival ui ;)
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Re: Procedural Island

Postby planetX » 22 Jan 2018, 11:01

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Re: Procedural Island

Postby planetX » 24 Jan 2018, 09:29

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Re: Procedural Island

Postby planetX » 24 Jan 2018, 09:32

And have another question: is there any way to detect when the mouse is hovering an entity in the scene?

Thanks! :)
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Re: Procedural Island

Postby SolarPortal » 24 Jan 2018, 14:38

you could use a raycast, that when it hits the player is hovering and when not is not hovering.. the same ray could then be used to detect other hovering objects etc...

this is the way i would look into first.



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Re: Procedural Island

Postby planetX » 24 Jan 2018, 16:19

Hi SP, thanks for reply. I have no idea where to start, so I'll make the question in a different way:

Imagine I have a cube in the scene, that when I click on it, it disappear. How do I code the mouse interaction part?
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Re: Procedural Island

Postby StarFire » 24 Jan 2018, 17:16

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Re: Procedural Island

Postby planetX » 24 Jan 2018, 17:28

It helps a lot, thanks... :D

So that's for clicking, but is there any way to get the object ID on mouse over?
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Re: Procedural Island

Postby StarFire » 24 Jan 2018, 19:07

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Re: Procedural Island

Postby planetX » 24 Jan 2018, 21:02

Brilliant! :shock:

Thanks! :D
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Re: Procedural Island

Postby SpiderMack » 27 Jan 2018, 08:37

That's a good start :D

An important aspect is vegetation you create must be modifiable with terrain tools, otherwise you can't tweak manually to create unique places like any game has.

Some ideas you could expand it if textures selection was available for plugins :
- Use external tiling texture instead of noise option
- Add texture bitmap selection for masks (no spwaning in mask areas like lakes, rivers or city zone)
or allow spawning only some selected objects in some area masks.
- If you can modify terrain heights : texture heightmap stamps you move,zoom ,scale around terrain and stamp to create complex terrains in seconds

Expose tweak parameters (terrain height levels, ground texture color, noise type, noise parameters)
or add new ones like spacing parameters : for groups of trees , rocks or bushes, distance between each object (random between min max values)


If you need some ideas, you can read Horizon game presentation
https://www.guerrilla-games.com/read/gp ... -zero-dawn

And some video about their advanced painting tool


If vegetation gets back into Skyline engine, your tool could be a great addition.

(Why users showcase or projects are pinned in all threads as announcements ? it's a little weird as they are not engine features)
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Re: Procedural Island

Postby epsilonion » 01 Feb 2018, 12:34

Great that someone has picked up the procedural side of things, looking great mate..

I like the hair movement and cloth simulation in that video (above), can not wait till that's available in Skyline oh and destructible meshes and terrain deformation like driving over soft mud lol do I ask to much? lol great features to be added though..
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Re: Procedural Island

Postby SpiderMack » 01 Feb 2018, 20:20

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Re: Procedural Island

Postby planetX » 02 Feb 2018, 11:15

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Re: Procedural Island

Postby SpiderMack » 03 Feb 2018, 20:26

Are your trees and grass using LOD ? because we see lot of popup.

1 ) Can it handle a bitmap mask colors ? For example red color to mask where grass is allowed, green color for where trees are allowed and blue for where rocks are allowed ?

2) Using raycast does it avoid placing grass or trees on top of houses for example ?

Your plugin is great and could be integrated in Skyline as a base for procedural terrain generation why not.
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Re: Procedural Island

Postby epsilonion » 04 Feb 2018, 14:25

is a great source of procedural tutorials and examples.. :P
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Re: Procedural Island

Postby planetX » 05 Feb 2018, 19:57

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Re: Procedural Island

Postby epsilonion » 05 Feb 2018, 22:10

(below) uses procedural tiling, Starfire can give you more of an incite in this as I have just browsed over procedural content.



Maybe you could experiment with and skyline..
then teach me... it blows my mind.. lol..

I would love to be able to create shaders to use in skyline but can not get my head around it atm, must be a age thing. lol
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Re: Procedural Island

Postby SpiderMack » 02 Mar 2018, 11:07

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Re: Procedural Island

Postby SolarPortal » 02 Mar 2018, 15:27

Terrain vertex manipulation and creating / editing textures is already planned in for lua access.



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