Having found a programming language that supports meshes, the program is getting a complete rewrite... (The new program is currently just a display, where you spin the mesh around in 3D space) ...as soon as all the features are transferred, the generator will make good use of the interface, allowing much faster math and instant display...
The old language was just interpreted, (oops), and was running out of ways to optimize the math, and it wouldn't make an executable, which was very bad...
Right now the mesh spins and zooms using the mouse, and the difference between the interfaces is tremendous!
(It also gives me the chance to do a ground-up rewrite to incorporate important features from the start, and since my SINS mesh file format code already exists, it should be easy to put it into the new program)...
I know this is a bit of digression, but since you are so big on procedural mesh generation and such, I invite you to check out, if you haven't, the Infinity game. This game is a perfect example where you can use procedural generation techniques very succesfully, both to save space, and time, allowing for construction of immense game worlds practically unseen since the days of Elite and like ilk.
My advice remains, ships can be produced by a procedural algorithm, but you have to have a pre-made library of parts and write the necessary code mainly focusing on "blending" them together as much as possible. If you could pull that off, you could actually make a fully functional ship construction tool with aesthetically pleasing results, putting us modellers out of business!
So if you do actually perfect this tool, make sure you allow import of custom ship parts so that we are not rendered totally useless.
Here's the plan:
Shapes will be created with the mutation engine (first version done: to be rewritten incorporating variable data-sets) you can have separate shapes: copy, paste between them, or adjust them individually, including the size of their data-sets...
Spore had an interesting way of attaching parts, but it was limited to preset attachment points. Shapes should merge at overlapping or close points, and detect whether the triangles should flip to prevent a mobius effect... ...(and whether the shape should connect at all)... also deciding if internal triangle-sets are removed (since you don't see them anyway)
Each shape or collection of shapes could be a "Part", and to save these parts in such a way as the program will recognize them as building blocks (to be modified at any time), and that they are all auto-loaded into the program transparently...
The core of the program is the mutation engine, without that vital feature, you're just playing with legos!
The best approach is to have a combination, silly-putty as legos!
...how about auto-greeblies...
The PERFECT mesh-generator would be the Asgard console on Stargate!
Good to hear things are rolling along well hit me up on 7DS forums or xFire
I've been keeping an eye on this project since it's announcement, and with the screenshots you've showed so far, sounds like it's a something I can use (when it's released).
Because I absolutly suck at designing in 3ds/xsi
Keep up the good Work Helioforge!
Thanks!
Currently the project consists of two separate programs:
...a generator with a bad display, and a display with no generator (OOPS)
...and I'm learning how to use the new language, and its formatting... ...hopefully it can be finished before the next RTS comes out (otherwise it would need to save meshes in some new format (D'oh!)
Wow, I'll be checking in on this. I dont have 3dsmax since I'm cheap and use blender, so this would be helpful to some of the mods I want to make.
Oh god the thread necromancy. This thread has been dead for over a year, why resurrect it? In the name of God, why?
For the same reason that you are helping keeping it at top.
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