Towards maximum epicness 14

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Towards maximum epicness 14

Postby blockscape » Thu Jun 27, 2013 12:55 am

Let's start with an image that really shows how complex the procedural generation in Blockscape is. The trees "know" how and where they can grow on this very twisted terrain. If you are into procedural terrain generation you will know that this is not really possible without generating the world several times and using the results as inputs to the next step.

Image

This is a nice view of some tropical valley. It also shows a problem with voxel compression: Thin objects like some of the palm tree trunks dissapear in the distance.

Image

Above a massive forest.

Image

I have improved the surface extraction by a factor of 4. The result is a much more detailed terrain and much of the blockiness in the distance is gone.

Image

A new module in the terrain generator calculates some basic erosion on coast lines. Here you can see how the water have created beach like features and revealed some rocks. This gives the landscape a very natural look.
Land mass with a steep slope going into water is something you almost never see IRL. One exception would be new formed coast land near a volcano.

Image

When the growth and tree density is high the trees starts competing for sunlight. The result is tall trunks and a thick canopy layer high up in the air. Welcome to the deep forest. I will give you more info about what you will find here later on.

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Entrance to the deep forest. You can also see the erosion module doing its stuff here.

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Highres:
http://www.blockscape.com/screenshots/tme_wip37.png
http://www.blockscape.com/screenshots/tme_wip38.png
http://www.blockscape.com/screenshots/tme_wip39.png
http://www.blockscape.com/screenshots/tme_wip41.png
http://www.blockscape.com/screenshots/tme_wip42.png
http://www.blockscape.com/screenshots/tme_wip43.png
http://www.blockscape.com/screenshots/tme_wip44.png

Next post will be about building stuff.

best regards
Jens
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Re: Towards maximum epicness 14

Postby thepfeiffenator » Thu Jun 27, 2013 1:07 am

Jens when are you going to work on some of the water stuff. Like when you go underwater and all that jazz. Also (I am sure you've noticed) the reflections don't have any of the material transitions. You are doing a great job and I can't wait to play the next snapshot.
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Re: Towards maximum epicness 14

Postby Overseer » Thu Jun 27, 2013 1:21 am

Jens! It looks like you are trying to simulate real life! Trees knowing where to grow, competing for sunlight in denser areas, erosion near the shore, you are blowing my mind with your programming skills.

I see you also have attempted to clear up the sharpness of the landscape, and it's looking much better!

Keep it up!
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Re: Towards maximum epicness 14

Postby ShadowDoubt » Thu Jun 27, 2013 1:23 am

The world has such presence and the environments are so detailed that they almost look immutable, yet we could completely demolish those mountains with, say, explosives (I wouldn't mind having an arsenal of destructive tools to wreak havoc upon my enemies). I'm sure this community will grow and we'll see the creation of large cities and other structures with proper scale. I can't wait! I have never felt awed by any creations in minecraft, because the engine was so limited, but I have a feeling that this game is about to change sandbox gaming.

I want to start creating adventure maps as soon as the new snapshot is released!
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Re: Towards maximum epicness 14

Postby Overseer » Thu Jun 27, 2013 1:23 am

You are truly showing that you are committed to innovating, and making this game above all the competition, instead of just cashing in on Minecraft's success, like so many other indie voxel games out there are trying to do.
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Re: Towards maximum epicness 14

Postby UnluckyStorm » Thu Jun 27, 2013 1:43 am

Looks absolutely bloody beautiful. How are the loading speeds for such huge amounts of complicated land?
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Re: Towards maximum epicness 14

Postby jay_rab » Thu Jun 27, 2013 1:49 am

great work jens, it keeps looking more and more like a place I wish to step foot into and explore... maybe as an old man I will be able too :P
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Re: Towards maximum epicness 14

Postby lemonrev » Thu Jun 27, 2013 2:03 am

WOW, Just wow :), Everytime you have a new picture to show off what you've got your next line of skills are really coming into context with what your trying to show off.

picture 3 looks sweet i am really enjoying your rock formations and the color within, I would like to ask those squiggle lines on the rock however from the edge of the plane could that just be a texture issue ?, I can see it on the hill and it looks good but the rocks on top of the cliff are somewhat a little off but the roundness of the terrain is sweet to look at never the less.

Picture 2, With the thin trees could it just come down to say view distance on those that could allow the trees to stop mis behaving so the tree distance to the player would be shortened but the rest of the generation would continue as it has ? just for the skinny trees...?
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Re: Towards maximum epicness 14

Postby GJJTC » Thu Jun 27, 2013 2:19 am

This is some fantastic work Jens. All of your hard work seems to be paying off, and it looks like you're happy. I'm happy for you man, and I hope you fulfill your goals/dreams with this game and other life opportunities :) God bless you!
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Re: Towards maximum epicness 14

Postby brohammed » Thu Jun 27, 2013 2:47 am

Loving the reflection of that mountain in the lake.
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