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RADSCAPE flight simulator

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RADSCAPE flight simulator

Postby vesabios » Mon Feb 08, 2010 1:49 am

cyber mountains, stealth planes, and geometric primitives! only time prevented me from dropping in some tori and chess pieces.

one cool thing is that it's an infinite landscape generated by perlin noise on the gpu. couldn't really make it work with the new noise tops so i had to hack up some glsl to make it happen.

there's a place in the network where you can turn on keyboard controls (WASD) so you can actually fly the plane around, but it's turned off at the moment for demo-mode... it's a manual wire-up job that should be easy to find if you dig into the scene and follow the network from the keyboard chop.

i'm pretty sure i locked all the necessary textures and models so you shouldn't need any external files. made with the latest and greatest experimental build 5072

radscape.toe
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Re: RADSCAPE flight simulator

Postby Achim » Mon Feb 08, 2010 5:54 am

haha, nice one!

i'm pretty sure i locked all the necessary textures

$TOUCH/radscape.png is missing, but I guess that's just the logo

one cool thing is that it's an infinite landscape generated by perlin noise on the gpu. couldn't really make it work with the new noise tops so i had to hack up some glsl to make it happen.

this one sounds very interesting. thanks for sharing
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Re: RADSCAPE flight simulator

Postby malcolm » Mon Feb 08, 2010 11:13 am

What was missing from the new GPU Perlin feature on the Noise TOP for you to use it for this?
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Re: RADSCAPE flight simulator

Postby vesabios » Mon Feb 08, 2010 11:28 am

nothing important... for my landscape i specifically wanted to have it rendered with lines instead of a solid texture, 80's style.

rather than use a texture for this (which looked bad anyway), it's just a poly mesh with row connectivity. in order to get "infinite" landscape out of it, the mesh itself stays stationary, but because i need to move the "grid" around, it does move, but only 5 units (the spacing of a single row)... the master world space comes in as a uniform vector, and it's added something like this:

gl_Vertex += worldSpace.xyz % 10

then, the perlin noise is calculated as such:

yOffset = perlinNoise(floor(worldSpace/10)*10)

something like that...

anyway it didn't work well to use a noise top for this technique because of the relationship it has with the actual geometry. there was a 1 frame hiccup at the modulo point where it didn't line up properly, so i just did it all in the shader.

speaking of infinite terrain, i don't suppose you've ever seen this 4k intro called "elevated"?
http://www.youtube.com/watch?v=_YWMGuh15nE
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Re: RADSCAPE flight simulator

Postby snaut » Mon Feb 08, 2010 12:58 pm

awesome!!
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Re: RADSCAPE flight simulator

Postby cyberpatrolunit » Wed Mar 17, 2010 6:10 pm

@vesabios

this is SO cool ! thanks for sharing your awesome work -

I modified your file for anaglyph 3D - for the most part, it works ! however; objects in the far distance or proximity become out of range, for optimal anaglyph effect:

Image

good work !

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Re: RADSCAPE flight simulator

Postby obscura » Wed Mar 31, 2010 3:19 pm

is that a transformer!!? exxxtra rad!
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Re: RADSCAPE flight simulator

Postby rodberry » Fri Apr 02, 2010 6:20 pm

captain blood and atari tank battle and and ...

get thee behind me satan!

can't wait to try this.

rod.
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Re: RADSCAPE flight simulator

Postby greg » Mon Aug 16, 2010 10:52 am

great mood too. Is the jumping of the red follower pyramid deliberate?
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