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11:19 PM
I have a design question. I'm working on optimizing pathfinding in 2D.
That's what I have so far. The map is split into sectors(n×n) and then analyzed.
Each sector has "blobs" which are connected areas.
These blobs are in local space, so the topleft tile is (0;0).
So far so good.
Now, I need to check the distance between two blobs in two sectors.
To do this, I need to transform the blobs coordinates based on the sector they're in.
This is where my problem is. I do this transform calculation constantly to do things.
This leads me to think I should try and store the blobs in world space instead of local space.
However, each sector doesn't know their location relative to other sectors.
They just know they're a sector and that they have blobs.
So storing the world-space blobs in the sector isn't possible.
So I figured I should store world-space blobs in the grid, the class that holds all the sectors.
But should I remove the local-space blobs then? Seems most straightforward that a sector handles the "analyze blobs" part of the problem.
But I don't want to store both local-space blobs and world-space blobs.
Hmm, perhaps a "GetBlobs" method on the Sector, and then store them on the Grid.
This way, the Sector is still responsible for doing it's part and the Grid, which knows the position of Sectors will be able to transform the blobs as they should before being stored.
 
@William'MindWorX'Mariager is this the question?
How accurate does it need to be?
presumbly theres a map of sectors somewhere right?
 
No, that part is solved just fine. Like I said, it's mostly a design question. :)
 
so the distance between 2 points is essentially the distance to exit the starting sector in the right direction + the distance needed in the destination sector + the distance between the 2 sectors
or do you need to map a path and then compare the distance to other paths?
 
Jon
 
I got planets jon !!!
working too
 
Jon
11:33 PM
with wood?
gifs muddafukka
 
yeh and working uv's
lol
just looking at improving the colouring a bit
then i'll go back to tweaking the noise module stack
or possibly adding in my LOD handling
so i can land on this thing
 
Jon
what is that for?
LOD planet stuff?
 
basically the transition code to go from this to ground
also need to re add my atmospheric effects and what not
 
Jon
methane gas levels
 
so it looks a bit more planet like
once i get to ground level i can start to look at adding layers of data to the model
like city generation based on an economy map
I would of course generate the cities too :)
and the economy map
 
Jon
11:38 PM
methane concentration levels in urban vs rural locations
 
yeh all that
My boss at work was on about modelling weather patterns too
 
Jon
 
have the planet shift / change based on seasons
 
Jon
cool
that is some interesting work you are doing there
worthless but cool
 
i only set out to do this to generate islands
this is just about proving scale for my underlying voxel code
 
Jon
11:40 PM
the problem with people like you and me, is that we don't have anyone to guide us towards a goal
we make these things that serve no purpose
 
once I get the scaling side cracked I will basically provide a world gen for my floating islands concept to the code
from there i have my game world
then i can start to build my game
it does however make me think that perhaps I should just let this planets stuff go for now
focus on the islands stuff
 
Jon
naw, keep doing what is fun
 
but its all the same from my code point of view, all I need to provide is a different voxel gen
and I have my voxel module stack building toolkit (visual node based designer) to help there
 
Jon
yeah :D
 
I did stop trying to convert it to a native unity editor though
unity got too frustrating
 
Jon
11:42 PM
why?
lol, yeah
 
but I had a neat idea
 
Jon
i got my landgen to port to unity
had to redo everything essentially
 
I could have a unity instance load in a preview dialog on my web version
then I could pass the module stack to a selectable object
so you would go to the editor and say "i want to build a module stack for terrain"
 
Jon
 
it would create a preview window load a unity game in there and drop a terrain object on the scene
@Jon whuts that?
 
Jon
11:44 PM
my infinite terrain thingy running in unity
 
you did well with that
have you stopped ?
 
Jon
yeah it runs better in unity now lol
 
I thought you were basically building a 2nd terraria type thing
 
Jon
i stopped for now - i just like writing things like that
 
I was hoping you'd need testers for it
 
Jon
11:45 PM
i'm a huge lover of prototype writing
 
lol
yeh i know the feeling
 
Jon
haha, naw that scope is just too much for one guy really
that has a full time job, and a son
 
why do you think its taken me so long to get mine up and running generating planets
I don't do it much
jeez rounding errors
i define my regions in degrees then convert degrees in to radians for the meshing math which creates gaps :(
meh im off to bed
later all
gnight jon :)
 

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