JohnJ wrote:Perhaps you would like to look at the possibility to merge your techniques / rending with their gameplay engine. If it's at all feasible, it would be an incredibly powerful combination.
I'm sure this engine would be a great combination, and I'll be glad to open-source it when the time comes
. Unfortunately, now just isn't the time for me to open-source it for various reasons (incompleteness, many technical difficulties yet to be overcome, lack of tools, in addition to the reasons mentioned previously).
These are arguments
for open-sourcing; rather than against it.
What's the point of waiting to open the sources for development until all the problems are solved?
BTW, I think the greatest thing would be to open-source the framework, WITHOUT the procedurals. There have been and there will be gazillions of procedural algorithms for terrain generation; and the mistake everybody in the planet-modelling business always seem to make is embedding an algorithm for terrain generation. That should be a plug-in. If you can restrict this project to the LOD-ing framework, you'll make
your life easier, AND this piece of code a million times more popular.
Heck, there's people out there who will want ultra-fast and lightweight planets; and others who will want to sacrifice nothing to realism. You won't make a hell of a lot of people happy by forcing a generative algorithm down their throats. And that's the part everybody likes to tweak, anyways. The hard part to do, and what everybody
needs, and not now, but ***yesterday***, is a
functional framework --i.e.: something that hopefully works, for a welcome change.
Damn, there must have been hundreds of cracks at this very problem, already, by hundreds of programmers, in the past 10 or 20 years; and
none of them ever got finished. None that are open-source anyways. And the world keeps waiting...
Please think of terrain as "data"; and leave that problem to us, the users; we'll be glad you did, and you'll be glad you did too. You can ignore the whole dilemma of whether to use stored data, or going purely procedural, or something in-between, or whether (or how) to allow edits. None of it is germain to what the world needs. What we've been asking for, for the past 20 years, is a planetary LOD framework we can actually use in space games, as opposed to yet another storm of sweet pie in the sky.
http://vegastrike.sourceforge.net/forum ... php?t=4597
http://vegastrike.sourceforge.net/forum ... hp?t=10520
I'm a
PU developer, btw. Rest assured if this code happens, it WILL be used. But your saying that "it's not ready to open-source because it's not finished yet" is NOT encouraging... Sounds like yet another doomed start... Please release the code now, so that others can help you when you get stuck, or run with the ball if you get bored. Even if you did nothing else, everyone will remember your name as the guy who got it started. Keeping the code closed is in nobody's interest.
And please leave terrain generation as an external plug-in. There will never be an algorithm that is good for every kind of planet, and there will never be an algorithm that pleases everybody for any given planet type. And those algorithms grow on trees. Just call a call-back
float height( float longitude, float latitude ) function; and let us worry about how to write it.
What's missing and badly needed is just the LOD framework.