Cave3d project ported to Ardor3D
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Show off your Ardor3D skills - games, demos, videos, screen shots and other shiny. Don't tease... Your first post should show the shiny!
Show off your Ardor3D skills - games, demos, videos, screen shots and other shiny. Don't tease... Your first post should show the shiny!
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- mazander
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- Location: Finland
Re: Cave3d project ported to Ardor3D
Good work! Maybe you could create some neat cave systems for my ArdorCraft world 
Destroy, Erase, Improve
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MrCoder - Site Admin
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- Location: Stockholm, Sweden
Re: Cave3d project ported to Ardor3D
Thanks! I have only once played Ardor3dCraft and I don't know how it works generally. Do you have your ArdorCraft world on some server? I fast looked your API source and there was similar things that I'm using with the cave3d. So could be quite easy add some caves. https://code.google.com/p/ardorcraft-api-examples/source/browse/trunk/src/com/ardorcraft/generators/CachedNoiseDataGenerator.java
- mazander
- mazander
- mazander
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Re: Cave3d project ported to Ardor3D
I'm about to get a new phat release out soon, so I'll let you know after that. Should make it fairly easy for anyone to plug in some data generation stuff.
Destroy, Erase, Improve
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MrCoder - Site Admin
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Re: Cave3d project ported to Ardor3D
Hi
Thank you for sharing your source code. I have had a look at it, the references are interesting too.
Thank you for sharing your source code. I have had a look at it, the references are interesting too.
- gouessej
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Re: Cave3d project ported to Ardor3D
Wow the cave looks vivid just like a real one. I am wondering what kind of texture mapping or rendering technique you use.
For example, I am trying to implement Bump mapping on the patio.
Thank you for your sharing~
Thank you for your sharing~
- Attachments
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- Two patios on the grass ground. Their texture is not quite good.
- Two patios on the ground1.jpg (223.32 KiB) Viewed 2349 times
No pain, no gain~
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enix0907 - regular
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Re: Cave3d project ported to Ardor3D
enix0907 wrote:Wow the cave looks vivid just like a real one. I am wondering what kind of texture mapping or rendering technique you use.For example, I am trying to implement Bump mapping on the patio.
The rendering technique I use can be called tri-planar texture and bump mapping. Global pixel coordinate is projected to three planes (xy, yz, zx). Diffuse and normal texture is sampled three times by using the scaled plane coordinates. The samples are blended by the normal's xyz ratios. This way texture and bump mapping look very nice even on random generated mesh. This fits very well also for terrain. Terrain can have grass texture on horizontal plane and rock on vertical planes. You can look the shader code from the project's svn. It's my first shader and done without full understanding, bu at least it works.
- mazander
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