Well… Inspired by twisterghost, anyway. When he started putting up landscape renders (from TerraGen, I assume), it made me want to make something similar. Not with TerraGen, though. Here's a screenshot from my most recently started project. It's not up to the level of TerraGen, or anything, but hey, I did it in Game Maker, and it's my first attempt at using the 3D capabilities.
<img src="http://64digits.com/users/TaleriaKNT/sampTerrain.jpg">I'm still working on per vertex shading, so light falls on the terrain smoothly, but it's annoying, since GM has no support for data structures. Once I get that (and a few other tidbits) working, I plan on releasing the GM6 file. Oh, and for anyone who doesn't realize it, this is the power of Perlin Noise, as demonstrated more simply in <a href="http://64digits.com/games/index.php?cmd=view_game&id=497" style="text-decoration:underline">this example</a>.
I'm confused… the screeny looks cool… especialy considering its in GM.
Is it the terrain thats generated via PerlinNoise? Or is that a sprite? I'm very curious about this… Looks to be this PerlinNoise would indeed be useful in GM.What you see there is a few thousand polygons created from a height map that is generated in real-time from Perlin Noise, though it's not so real-time once the quality level is turned up, since there <i>is</i> alot of calculation to do. The only sprite in the whole program is a texture used to control what color different heights should be. For instance, here it's tan, then green, then brown. Hopefully that clears it up?
Wow, that's a really for something in Game Maker. That Perlin Noise appears quite useful…
…U DID THAT IN GM!?
Taleria, how well does the GM6 run?
@Melee: I do mean something else. I meant as in creating custom structures to hold points as a single element.
@DarkSirrus: Yes. ^_^@Melee (again): Surprisingly well. Once the polygon count is turned up very far, it takes it a while to regenerate the land, but once it's done, it's not too bad zooming and rotating. Unfortunately, because of what I need to do to get the per vertex shading going, it'll probably slow the generation phase down, but it should still go just as fast after that.*Feels inspired and gets back to work on it*Ooooooh how interesting.
I've never hurd of anyone doing this before in GM… then again, I make all efforts to stay away from GM's 3D functions =)Unbelievable.
Hmm… Technically, I <i>could</i> cram them together somehow and store them in a string, but all that translation back and forth would slow it down a whole lot. I could create a checksum though, which would allow me to use a bunch of maps, instead of arrays, which would take more memory, but should allow all the searching I need to do to be done by GM, instead of GML. I'll try both ways and see which is faster. So, while that doesn't solve the "store as one element thing," it may be useful for a bit of speed. ^_^