I'm trying to prototype a little 3D dungeon crawler. That is, the same system as any rogue-like : A map with little rooms, linked by hallways. But in 3D. The world is still in blocks, but I can go ...
I am trying to generate a grid of cubes in 3D space and It aint workin... All im doing is for looping YXZ (in that order) (nested for loops) then im doing cubes[x][y][z] = ... (new Location(x,y,z)) ...
I did not find a question on these lines yet, correct me if I'm wrong. Trees (and fauna in general) are common in games. Due to their nature, they are a good candidate for procedural generation. ...
I have a 3d landscape created from a heightmap. I'd like to "carve" some holes in that terrain. That will allow me to create bridges, caverns and tunnels inside it. That operation will be done in ...
I have been curious about how this kind of seamless transition from space to planet can be implemented. It would be nice if someone could explain this as I can't really wrap my head around the ...
How to render metaballs? I am a Python programmer familiar with the Panda3d and Blender3d APIs. My math kinda sucks, but I know enough to write game logic code and procedural model generation code, ...
I'm currently using 3D Perlin Noise to generate random terrain in combination with Marching Cubes. My issue seems to lie in scaling the noise function to get reasonable heights in my terrain. If ...
I'm interested in applying the following technique: Define game objects using a object definition DSL similar to what you would use for a raytracer (e.g. POVRay) Use a specialised raytracer to ...
I've got one little question: Is there any code or sample which shows how the simplex noise works? I cannot find anything about it... How should I implement it, without the knowledge how the algorithm ...