Re: Beginning of the noise integration for the planet simulation

"B. Isherwood" <[email protected]> Tue, 30 Jul 2013 23:06:03 -0400
Newsgroups gmane.comp.graphics.crystalspace.devel
Message-ID <CAMrLf9nvyEgi_29FUvjY0wn9RYaX1Qbng=TbBPPTW7KuP_aoFA@mail.gmail.com>
Hello Christian,

So I am going to focus on the existing terrain2 mesh, I guess I lost sight
of what exactly I was building.

I wasn't sure which noise library to use at first so I consulted the
proposal that was agreed on at the beginning and used the independent
libnoise library.The CrystalSpace one makes more sense though, so I will
switch everything over to use that library instead.

I wasn't using a feeder, however I will now look into how the feeder works
and hopefully there will be a much better control over how the noise works.
(today I was trying to fix the edges to work when the sphere is not
uniform)

Oh the XZ problem, essentially as you can see there are the six planes on
the sphere, and each plane has a phi, radius, theta coordinate system which
corresponds to XYZ. So the modification would actually be a lot simpler
than I previously thought, I would just have to include a parameter in the
sampler that chose the plane to sample from. At which point the real
coordinates of that plane would be accessible by the crystal space src.

Thanks for the advice about the collider, that should help with the seams
between planes. So this means that next couple of days will be spent
looking over the crystal space noise libraries and figuring out the feeder.
Also as for the planet tools themselves, I think that those will be placed
on the lowest priority for now until I can get the terrain generation
working properly.

Thanks for input,
Benjamin

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