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Posted by fejoa, Jul 31, 2020 at 3:43 am
Vladivarius wrote

This documentation is exceptionally well written, with concise explanations and clear examples.

Three areas of the game that are in real need of good explanations are:
1) the combat system
2) the weapons system
3) the danger system

If you can write the documentation for these, you will be rewarded with
Posted by fejoa, Jul 31, 2020 at 2:31 am
Hi Vladivarius! I don't really know how the debug macros are meant to be used, AquariusPower created them, but he doesn't hang out on this forum, he's really only reachable on GitHub. I bet if you ask him directly he'll explain them.

It's great to have a fellow coder on board, sorry about the lack of documentation though, it's something that's been missing for ages.
Posted by fejoa, Jun 23, 2020 at 5:36 am
ay caramba
Posted by fejoa, Jun 10, 2020 at 2:12 am
Did we pinpoint the source of the imp bug in the end?
Posted by fejoa, Jun 9, 2020 at 6:07 am
red_kangaroo wrote
You're a madman.

I'm just glad I didn't have to do any math
Posted by fejoa, Jun 8, 2020 at 11:22 pm
Here's a 48x48 map with a "Pangea" world type. You can also see the world seed in the messages. There will be a bunch of safe seeds to fall back on in case world generation takes too long. We can expand that list of safe seeds.

Note that the image can be tiled infinitely. This is so in future, if we want the player movement to "wrap" in the world map, the land forms are contiguous at the edges of the map. This was not trivial. Firstly you want Simplex noise, as Perlin noise is somehow flawed (generates artifacts when you try to make it wrap), and second, you need to generate it as a four-vector which maps to a toroid, giving a "seamless" noise map that wraps around the body you are trying to project it on.
This is the bona fide answer:
https://gamedev.stackexchange.com/questions/23625/how-do-you...
With original solution posted here:
https://www.gamedev.net/blog/33/entry-2138456-seamless-noise...
For the life of me, I couldn't work out what x1, x2, y1, y2 were, but I found another clue from a guy who had implemented 4D Simplex noise in the GLSL library:
https://shaderfrog.com/app/view/254?view=shader
The shader is cool, but wtf. The real meat can be found by studying the shader fragment code:
https://shaderfrog.com/app/view/254?view=fragment

In the end I decided to use this C++ library: https://github.com/Auburns/FastNoise
To get the 4D simplex noise, I had to merge the code from this PR: https://github.com/Auburns/FastNoise/pull/30
Looking back, it was definitely nuts.

Down the track we may need a recursive floodfill algorithm to detect continents that wrap, but I'll leave that as an exercise for a future dev (please god not me!). This doesn't preclude being able to wrap the player movement, it's just for completeness.

Next I will be busy making it fool proof, so that even this fool cannot crash the game...!
Posted by fejoa, Jun 7, 2020 at 6:30 pm
rem14 wrote
I've restarted my PC, and the game booted up fine. Got to the main menu, but shortly after it stopped responding and I had to close it. Afterward, I was back to square one. I launch the game, I get a black screen and it goes in and out from responding to not responding, never getting to the main menu.

Hi rem14, try this version: https://github.com/Attnam/ivan/releases/download/v058/IVAN-v...
Posted by fejoa, Jun 5, 2020 at 6:42 am
This past week the internet wouldn't give me a straight story for generating seamless periodic 4D fractal simplex noise in C++, but from what I can piece together from the few credible sources out there, I can say we are well on the way to being able to switch between continents and Pangea, and different world sizes.
I have a noise generator working in IVAN now (FastNoise library), which instigates the shape of the landmasses on the world map, in a way that can be controlled by a couple of parameters.
I'll put up some screenshots when I next get a chance.
Posted by fejoa, Jun 5, 2020 at 6:26 am
Well in that case, a smooth brained idiot you are not. Rather, you are more of a savvy and good looking smart person. I'm sorry about your awful experience with our rotten software.

Tell you what, I'll compile a fresh build using Visual Studio (a different compiler to the fully static compilation we have on the release page) and we can check whether that solves the problem. Only thing is it will be Monday next week.
I'll be sure to put it up on the (0.58 ) release page so it seems trustworthy.
Posted by fejoa, Jun 3, 2020 at 3:00 pm
Welcome to the forum! There're links on the downloads page on this site.

Don't Koalas have smooth brains?