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City Editor 2.0 / Terrain editing
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Mon Apr 16, 2007 3:13 am    Post subject: City Editor 2.0 / Terrain editing Reply with quote

For the last 3 days I've been working on "version 2.0" of the in-game city editor. I've written the terrain, and the codepath for the new editor esentially from the ground up in the last 72 hours.

I'm very happy with how it's turning out...I have probably got another day of work left, re-integrating the roads & buildings into the maps and making it easy/fun to use the road & building placement tools.

So yea, the editor is integrated into the game client, and can be accessed from the main menu. I really think that if I spend a few days and come up with an integrated custom city browser, people will be even more likely to create custom maps/cities. The user would be able to upload their custom cities to one of my servers and browse through other's uploaded cities. Maybe that's just a pipe dream, I've got a lot of other stuff to focus on right now....but I think it might be crucial in extending the life of the game.

In addition to making the map sizes totally variable, cities 4X bigger than before are now possible...maybe even several cities on a single map seperated by some empty terrain. Lots of things are possible now...


Oh yes...I also have a video you can watch of the terrain creation process [grin] It's already a lot of fun [for me at least]. Though there are still some slight visual artifacts in this vid...

http://www.radioactive-software.com/gangwar/April15/GangWar_CityEditor_WIP1.mpg

Keep in mind this is just a bare-bones terrain system I have tried to keep it as simple as possible while still making it general enough to re-use for future projects [the underlying code that is]. I've also touched-up the water rendering shader using somewhat odd way of rendering the sun's reflection. It looks pixelated in screenshots but in motion it appears to shimmer. It still needs some work tho.

The terrain textures are blended inside the pixel shader based on the height of the pixel. I was going to blend based on the steepness of the terrain, but the height ended up being enough.

I could tesselate the terrain geometry a lot more, there is no dynamic LOD going on here. The terrain grid is fixed to the size of the tile system in-game. I invalidate/re-build the terrain's vertex and index buffers on-edit. The game maintains 500+ FPS on a standard size map, with 2 real-time 1k^2 shadow maps, and real-time water reflections [On my Geforce 8800 [grin]]. When the GUI aspects are rendered the framerate drops ~100 per-window...the GUI rendering is painfully un-optimized...but I've got other things to worry about.

And here are the screenshots...I'd say it was worth the 3 days of work...



Note the 500+ FPS...






Shots of the terrain/water @ various times of day...


First WIP screenshot of the new editor...

Progress...


""




- Danny
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"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Mon Apr 16, 2007 1:30 pm    Post subject: Reply with quote




_________________
I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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king_koopa
King of Revenge


Joined: 18 Aug 2007
Posts: 61
Location: Lousiana

PostPosted: Mon Aug 20, 2007 6:11 pm    Post subject: Reply with quote

is this avaliable for download?
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Mon Aug 20, 2007 6:32 pm    Post subject: Reply with quote

It comes free with the game, and you can share / view / rate peoples cities in the global lobby. It's meant to be part of the game, it's kinda like sim city w/out the game aspects.
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I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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king_koopa
King of Revenge


Joined: 18 Aug 2007
Posts: 61
Location: Lousiana

PostPosted: Mon Aug 20, 2007 6:39 pm    Post subject: Reply with quote

can i get a sneak peak try? Embarassed
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rappen
Mini-Me


Joined: 22 Apr 2007
Posts: 6633
Location: Spijkenisse, Netherlands

PostPosted: Tue Aug 21, 2007 6:33 am    Post subject: Reply with quote

lol, we all tried that Razz
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The Australian
The Aussie


Joined: 11 Aug 2007
Posts: 226
Location: The land downunder

PostPosted: Tue Aug 21, 2007 9:54 am    Post subject: Reply with quote

fukn hurry! lol
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dgreen
The One


Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Tue Aug 21, 2007 10:39 am    Post subject: Reply with quote

lol, aye mate! i-is a werkin as fast as me can
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I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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8300dvo
Number Two


Joined: 07 Apr 2007
Posts: 1547
Location: Derby, England

PostPosted: Tue Aug 21, 2007 12:52 pm    Post subject: Reply with quote

just not good enough is it?..
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Mini-Me


Joined: 22 Apr 2007
Posts: 6633
Location: Spijkenisse, Netherlands

PostPosted: Wed Aug 22, 2007 5:44 am    Post subject: Reply with quote

relax relax, take it eeeaassyy

lol gay song from mika
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The Australian
The Aussie


Joined: 11 Aug 2007
Posts: 226
Location: The land downunder

PostPosted: Wed Aug 22, 2007 6:44 am    Post subject: Reply with quote

i cnt lboody wait mate.. im aussie
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8300dvo
Number Two


Joined: 07 Apr 2007
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Location: Derby, England

PostPosted: Wed Aug 22, 2007 7:34 am    Post subject: Reply with quote

u r?? :O
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AngryAce
Forum Regular


Joined: 19 Aug 2007
Posts: 16

PostPosted: Wed Aug 22, 2007 6:13 pm    Post subject: Reply with quote

one of the most complex map editors i have ever seen that was included with a game. Great stuff. No need for 3ds max lol. Will users have the option to upload custom textures, or what? That would be cool. Something like most of valve's products. only downfall to that would be clients having to download each time they enter.
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dgreen
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Joined: 24 Sep 2005
Posts: 6811
Location: Raleigh, NC

PostPosted: Wed Aug 22, 2007 6:31 pm    Post subject: Reply with quote

Thanks a lot...actually I hope to provide enough interesting tiles to allow people to do whatever. I'll add all kinds of user requested stuff if people want it. I'm about to create some new building models for the game soon.

Basically all tiles will have to be loaded on every client, and I will not be allowing custom tiles/textures to be added by the user. Obviously if you create something and it's good enough, I'll add it into the game for you...so there's always that option.

- Danny
_________________
I run this place.
"Some muckety-muck architecture magazine was interviewing Will Wright about SimCity, and they asked
him a question something like "which ontological urban paridigm most influenced your design of the simulator,
the Exo-Hamiltonian Pattern Language Movement, or the Intra-Urban Deconstructionist Sub-Culture Hypothesis?"
He replied, "I just kind of optimized for game play."

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rappen
Mini-Me


Joined: 22 Apr 2007
Posts: 6633
Location: Spijkenisse, Netherlands

PostPosted: Fri Aug 24, 2007 11:10 am    Post subject: Reply with quote

and can you place some buildings, from 3D max, blender or whatever....in the city editor, would be fun to make statue´s in the city and your own billboards Razz
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