Devlog 2
Note - Due to the complexity of this project all future devlogs on this project will be equally complex, if you have any questions about what anything means feel free to ask and I will try to answer asap
What was added?:
- Infinite world panning: You can now infinitely scroll to either side of the world instead of focusing on a single chunk, acts as both a random see generator and access for larger terrain.
- Second Noise pass: I added a second higher frequency Perlin noise layer to brake up flat looking areas and add additional micro details
- Added a transparent water layer that’s controllable by the user
- Added PBR: Physically Based Rendering and smooth shading adds shadows and overall makes it look a bit better.
Issues:
- Had a problem where moving the sliders at all would result in: “TypeError: The Input DataSet type StructuredGrid must be compatible with PolyData.” The error was a result of PyVista trying to convert the mesh to a PolyData object. I bypassed this by updating coordinate and scalar arrays through actor_3d.mapper.dataset.points instead of .copy_from().
- The labels of different sliders would hide off screen due to the very tight pixel positioning and therefore wouldn’t account for screen size. I fixed this by significantly increasing their position onscreen so that no matter the screen size they would fit on screen, I originally tried screen based scaling but it didn’t work.
Next time on Open PLG
- Advanced biome coloring so that cliifs sides and steep slopes have a diffent color then flat planes.
- Erision filters to simulate damage to the landscape
- Custom shaders to make everything look better, no idea how I’ll add that but I guess we’ll find out.
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