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Showing content with the highest reputation on 2015-06-24 in all areas

  1. This is an idea I've had from reading /r/SubredditSimulator, a subreddit where bots post content using Markov chains. I've been giving it some thinking and I thought I'd share it. I don't have yet anything to show for it as I'm unable to code at the moment, but might try it later. The idea is quite simple: let's use some sort of markov Chains to make our random maps nicer. The biggest problems in our random maps, in terms of niceness, is not so much the larger elements (such as continent shape, ...) but the finer details. It just looks too random quite often, compared to scenarios. My idea is simply to use markov chains to replicate those scenario achievements in random maps. I won't go into details on markov chains (google it), but basically the idea would be to analyze scenarios of a similar biome (or may only one map, if it's good enough. Fiddling with the data would be needed.), and then use this as a database in a "beautification" pass for random maps. So RM would still create the maps as we do know, put terrains as we do know, then add basic "necessary" entities, such as trees, player entities, and could also add some larger beautification elements. Then we'd go into a beautification pass. I see a few ways this could work: For each "important" entity, check what "decoration" entities are usually placed around (from the markov chains) and place those.For each terrain type, check which decoration entities can be found aroundPossibly this would require us to "pre-sort" important entities by checking how many important entities they have around (as you might place different stuff around a lone tree than in a forest), but this would have to be checked. It might be extended to actual terrains too, to make it easier to have nice transitions, but I'm not entirely sure it'd work so well. Just an idea, anyways.
    2 points
  2. Link to download this 0ad mod in the video's description Link of this mod thread on the forum : http://wildfiregames.com/forum/index.php?showtopic=18838&page=5#entry307904
    2 points
  3. Hi everyone, I'm trying to improve cinematic camera code. I think the adding cutscenes in scenarios maps makes them more exciting. After trompetin17 AtlasUI2 merging, you can find patch with UI tool at #3301. Cutscene starts when path has added to playlist from map triggers, and after every path end triggers are receiving an event: which path was ended. I want to share with you for some results. Example of camera movement: And camera path for that: UPDATE0 Camera movement with target movement:
    1 point
  4. Markov chains are very good for generate recognizable details of landscapes and it works very well, but it needs a lot of data. Do we have so number of scenarios map? Else we will get generating rules, which don't depend on map type (hot, island and etc).
    1 point
  5. And another tiny update: Improved prow, improved stern and more accurate ventilation openings at the top of the ship.
    1 point
  6. Well all those things can be balanced for the best result and new mechanic,s and features added to make it work with 0.A.D, I think it would be awesome when you fight on a big map and have small skirmishes and small/big battles to build up your forces to lay siege to your opponent. I love long games and big maps and if 0.a.d goes for that with ofcource some game host options to set up the game like they want then i think you would have some awesome games in the future even if they take longer then a normal RTS match i bet you won't even know you played that long because you are having fun! I dont agree with that Naval battle,s sould get a real battle system and function. When every thing got a role and function you can do so mutch more. So that sould not be keep it simple to keep it right, No it sould be give everything a role and function to get it right:P And have some Awesome naval battles and beach landings!
    1 point
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