Archive for category Projects

Simplifying the Landscape

At the end of the last post I wrote about the actual implementation of my Clockwork Aphid project, I said the next step was going to be display simplification. At that point I’d generated a few landscapes which were just starting barely starting to test the limits of my computer, though they were nothing like […]

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Revisiting the Language Issue

Some time ago, I wrote a series of posts about language choice for my Clockwork Aphid project. In the end I decided to start the project in Java, this being the language I’m most comfortable with. Once the project reaches a stable state, with some minimum amount of functionality, the plan is to port it […]

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Dogfood, Nom Nom Nom

Dog food, the common noun, is reasonably self explanatory (pro tip: it’s food for dogs). Dogfood the verb or dogfooding the verbal noun, though, might require a little bit of explanation. At the root of it is this: if you make dog food, you should feed it to your own dogs. There are essentially two […]

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Features

So, in my last post I remarked that for procedurally generated landscapes to be interesting, they would need features. But what sort of features was I talking about? Population centres, in particular, tend to to be found close to certain kinds of… things. The first of these which always comes to my mind is the […]

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The Elephant in the Room

Since I haven’t been able to do any actual work on my Clockwork Aphid project as of late, I suppose I may as well talk about the background behind it a little more. Those who talk about it the most are the ones doing it the least, and all that. I’ve spoken a little about […]

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What todo?

The return train ride after a visit to my parents’ house is, if anything, more pleasant that the outward journey. This is not least, of course, because it ends in Edinburgh, rather than Doncaster*. Be that as it may, this is perhaps a good time to pick up the thought I left hanging at the […]

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Fractal Errata

Some of the particularly sharp/anal ones amongst you might have noticed that while the technique for generating fractal lanscapes I previously described works (and works well), it’s not 100% correct. Specifically, the fact that it uses the the same scaling factor for nodes created by the diamond and square steps isn’t quite right. Why is […]

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Now In Eye Popping 3D!

It took a little bit of fighting with bugs that weren’t showing up in the 2D view, and a bit of time to figure out what was going on with the lighting system in JME, but I finally got the 3D display of the fractal landscapes working. The first stage was just displaying each node […]

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Some Random Landscapes

I don’t have any 3D views of the fractal landscapes I’ve been making to show you yet, as I’m still working through the different implementation options. I did get a little distracted with the 2D views of the landscape this morning, though, and play with the colouring scheme. First of all, let’s start again with […]

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You’re Speaking My Landscape, Baby.

No, that isn’t a typo… but yes, it is a bad play on words. That’s the bad news. The good news: finally! A Clockwork Aphid implementation post! If you’re building something which relates in some way to virtual worlds, then the first thing you’re going to need is a virtual world. This gives you two options: […]

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