2019-03-31

Fantasy World Simulation 2019.2.0


The generated elevation

The generated temperature

New:
  • Added world generation with following attributes:
    • Elevation
    • Temperature
    • Rainfall
Fixed:
  • Fixed #59: Mesh of Voronoi Diagram has holes

2018-12-01

Fantasy World Simulation 2018.1.0

Sketch Map
A Sketch Map


Region Map
A Region Map
Fantasy World Simulation is a tool to generate maps for (and later simulate) fantasy worlds.

New:
  • Added Sketch Map that is drawn by the user.
  • Added Region Map that is interpolated from a Sketch Map.
  • Added views that show different data (e.g elevation, terrain type) of the same map.
  • Added loading & saving of maps.
  • Added undo & redo.
Known Issue:
  • #16: First time rendering the Region Map takes too long

2014-05-06

Castle Construction Kit with 3D Terrain

My bachelor's thesis from 2010 was about generating complex 3d models for castles and city walls with as few clicks or lines of code as possible. The user can define walls as a number of 2d points and an architecture style.

 An example modeled after a real world
 Different wall styles
Different parapet styles

Victim Detection for Rescue Robots

My Master's thesis is about victim detection for rescue robots. It uses the sensors (Kinect, thermal, camera, ...) of the robot to detect features. Those features are tracked over time and fused into objects. Finally on object classifier determines the type (victim, heat source, ...) of each object.

Features detected with the Kinect 

Features detected with the thermal camera
Tracked Features visualized in RViz


2012-10-03

2012-09-26

Neue Technik

With automated placement of dormers.
 


2012-09-10

Roof Construction Kit

Here are some screenshots:






2010-11-18

Pyro Update

Some days ago I found working code of Pyro! Today I uploaded it to GitHub. Here is the link to the source code:

https://github.com/Orchaldir/Pyro

And a screenshoot :



2009-06-15

Realm Building Prototype

Another project is a prototype of a realm building game like Civilization or Total War. The prototype concentrates on the map editor.


I choose hexmaps, because I like the way they look and I already used square maps with the roguelikes.


Features of the prototype:

  • paint terrain types
  • place roads and cities
  • define realms(red border)
  • rotat- and zoomable 3d camera

Lessons learned:

  • don't use 3d cameras for 2d maps
  • hexmaps are great for realm maps

Another map style.

2009-03-31

More on Formations!

I rewrote the Circle pattern to make more sense as a battle formation. One line of soldiers isn't very effective. I also added orientation so that all soldiers face outwards:

New feature: Every soldier can die and leave an empty slot.


The next step was the ability to move forward and fill the hole.



At the moment I am playing with different patterns and which slots can replace which slots and in what order.

2009-03-28

Formations

One of my current projects is a prototype about steering, formations and pathfinding. Well, at the moment it is a prototype about steering and formations.

The goal is to have realtime battles like Total War, but thats the far future.

The current features are:
  • change type of formation
  • move formation
  • rotate formation
  • dynamically add and remove characters
How does it work:

The formation calculates the target position and orientation for each character and the characters try to reach it with their steering behaviors.

Patterns:

They define the shape of the formation. I currently have:


Steering behaviors:

If you want to know more about them, look here.

At the moment I only use Arrival, but I will soon implement Obstacle Avoidance and others.

Results:

In the first image I changed the pattern from a box to a circle and in the second I rotated a box.


The white dots are the target positions.


2009-03-21

Pyro(Python Roguelike)

This time I will talk about one of my old projects. It was a roguelike written in Python.


Here are some of the features:

2D pixelart

I always wanted to make a roguelike with images instead of characters, but where to take the art from? Buy? A friend?

In the end I decided to make it myself. I really liked the art style of Three Hundred Mechanics and started copying it. It was great fun and soon I started drawing completely new creatures.

Here are some examples:


single tile, multiple tiles and snake bodies

It was possible to have huge creatures(giants, dragons, ...) with a body of 2*2, 3*3 or even bigger bodies.
  • They couldn't use smaller corridors.
  • They had more adjacent cells.

Snakes had one head tile and many body tiles. Think of the old snake games.

behavior trees

Behavior trees are a great way of building your ai out of reusable building blocks.

I had behaviors for attack, flee, patrol, wander and investigate.

Villager: wander or flee
Skeleton: attack
Guard: patrol, investigate or attack

They always pick the behavior with the highest priority: Villagers normally wander around, but if skeletons are near they flee.

If you want to know more about behavior trees, go to http://aigamedev.com.

sensory system

Different creatures had different ways of sensing the world.

Seeing: distance, occlusion
Hearing: distance
Sense Life: distance

Villager and guard: Seeing and Hearing
Skeleton: Sense Life

I even had a wall type, where you could see through, but nor move through(the yellow wall):




I am really sorry that, I can't give more or newer screenshoots or even a playable game, but I don't have a functioning version anymore. I lost the newest version and now even my backups don't work. I don't know why, but hopefully it will run someday again!


Lesson Learned:
I now use git, a version control system.