Trees!
We are currently looking into geodesic grid systems as a way of modelling and generating our world in the future. That is still a long way off though. Some inspiring links:
- Geodesic grid - Wikipedia
- Procedural Planet Generation - Experilous
- Discrete Global Grid (DGG) software
- Spherical Geodesic Grids: A New Approach to Modeling the Climate
Whilst we could just generate a flat, infinite landscape based on procedural noise like most sane folks, using some sort of approximate simulation approach might allow us to generate landscapes that appear ancient, with a long geological history. Hopefully by actually modelling this stuff we could arrive at something much more interesting than I could ever imagine.
Antennas!
I plan to do some kind of LOD with these eventually. At the moment when you get closer to them the antennas appear to get thinner because the thickness remains constant. If I just used prisms, the aliasing would result in ugly breaks in the objects. Therefore I will use a mixture - lines for far away, and prisms for close up!
Hmm. It may be a long shot, but I think I might just get back to where I was two years ago…
I found this ancient work in my old deviant art gallery. Kinda inspiring actually…
Been doing lots of work on a series of libraries and wrappers targeted at game development in Rust:
- github.com/bjz/glfw-rs
- github.com/bjz/gl-rs
- github.com/bjz/noise-rs
- github.com/bjz/color-rs
- github.com/bjz/cgmath-rs
- github.com/bjz/gfx-rs
These libraries are forming the foundations of the voyager work I am doing privately, but I’ve made them public in the hope that they might be useful. I really do think that Rust will is already an excellent language for performance demanding game development, and therefore that time investment is worth it.
I also wrote a thing comparing Rust’s generics with C++’s templates. I might clean it up and post it here some time.
If you’d like a chat, feel free to bug me on the #rust-gamedev channel at irc.mozilla.org (my nick is bjz).
mobility
rock climbing
tree climbing
fauna and flora
insects
atmospheric sound
quality of light
wilderness
fishing
swimming
boats
Earth’s Dynamic Systems
Earth’s Dynamic Systems is a wonderful book on structural geology that I recently discovered in my university library. Oh, and did I mention you can download it for free off the book’s website? It is filled with incredibly inspiring illustrations of various geological processes.
PS. if you like the terminal you can do: `wget -r –no-parent http://www.earthds.info/pdfs/` to get all the chapters in one go.
Been doing some work with the Rust programming language for the past while. It definitely appeals to my aesthetic sensibilities far more that C++ ever has. Unfortunately there’s not many libraries out there for graphics programming, so I’ve been rolling my own and posting them on GitHub. It’s been slow going but I’ve been learning a ton in the process. Once I’ve got my work in a reasonable state I’ll definitely post links to it on this blog. Until then, bear with me!
A few crude sketches from my notebook (from July to November). It’s mainly full of random programming/mathematical scribbles at the moment with a few little doodles here-and-there. I do want to get back to doing some more art again, however.
Hello loyal followers!
Just letting you know that despite the lack of updates I have working hard on voyager related things. As I’ve no doubt said before, I have no idea what on earth I’m doing, or where I am heading. It does seem to involve lots of seemingly bottomless rabbit holes though. And some recurring dreams of mountains.
Stay tuned for my next travel log. In a few days. Or weeks. Or months.