Cave3d project ported to Ardor3D

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Cave3d project ported to Ardor3D

Postby mazander » Sun Aug 21, 2011 4:59 am

Hello,

I ported my free time cave3d project to Ardor3D.

http://code.google.com/p/cave3d/

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Re: Cave3d project ported to Ardor3D

Postby MrCoder » Sun Aug 21, 2011 12:07 pm

Good work! Maybe you could create some neat cave systems for my ArdorCraft world :)
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Re: Cave3d project ported to Ardor3D

Postby mazander » Mon Aug 22, 2011 2:18 am

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

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Re: Cave3d project ported to Ardor3D

Postby MrCoder » Mon Aug 22, 2011 2:32 am

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.
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Re: Cave3d project ported to Ardor3D

Postby gouessej » Tue Aug 23, 2011 5:32 am

Hi

Thank you for sharing your source code. I have had a look at it, the references are interesting too.
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Re: Cave3d project ported to Ardor3D

Postby enix0907 » Thu Oct 06, 2011 9:49 am

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~
Attachments
Two patios on the ground1.jpg
Two patios on the grass ground. Their texture is not quite good.
Two patios on the ground1.jpg (223.32 KiB) Viewed 2349 times
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Re: Cave3d project ported to Ardor3D

Postby mazander » Thu Oct 20, 2011 1:05 pm

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.
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