Rivers lakes and erosion

Rivers lakes and erosion

Requests for features in the spring code.

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Petah
Posts: 426
Joined: 13 Jan 2008, 19:40

Rivers lakes and erosion

Post by Petah » 16 Nov 2011, 02:52

I know it will never happen, but I can dream.

It would bee cool if spring supported rivers, lakes, and dynamic erosion.

Check this awesome demo out

http://www.youtube.com/watch?v=CWD3cpWT ... r_embedded

http://www.chromeexperiments.com/detail/craftscape/?f=

Water even flows (animation) down the rivers.
Lakes at any level of the terrain.
Dynamic terrain, hard and soft.
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Kloot
Spring Developer
Posts: 1864
Joined: 08 Oct 2006, 16:58

Re: Rivers lakes and erosion

Post by Kloot » 16 Nov 2011, 12:20

Erosion is conceptually just the same as terraforming (but governed by some simple height redistribution function), and gadgets have full dynamic heightmap control --> already supported, as is hard and soft terrain.

Multiple water levels on the other hand would require Work™.
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zwzsg
Kernel Panic Co-Developer
Posts: 7014
Joined: 16 Nov 2004, 13:08

Re: Rivers lakes and erosion

Post by zwzsg » 16 Nov 2011, 15:55

It's pretty, but how would you integrate that into the gameplay?
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Godde
Posts: 268
Joined: 29 Mar 2010, 17:54

Re: Rivers lakes and erosion

Post by Godde » 16 Nov 2011, 17:40

Could be interesting on icemaps where stuff would produce heat. Thats basically the same as erosion right?
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smoth
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Joined: 13 Jan 2005, 00:46

Re: Rivers lakes and erosion

Post by smoth » 16 Nov 2011, 18:38

slow melting maybe but fast heat on ice results in fracturing. on something like an ice shelf you get ice chunks that break off form small floating platforms.
Image


It would be neat to see but say something the end of a glacier is unplayable.
Image

there is also the fact that you would have XXXton units marching around on ice.. fragile ice? LITTLE JIMMY WALKED WHERE THE ICE WAS THIN!!! ETc.
Image
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1v0ry_k1ng
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Joined: 10 Mar 2006, 10:24

Re: Rivers lakes and erosion

Post by 1v0ry_k1ng » 06 Dec 2011, 14:01

one of these days we're going to need a new game engine
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danil_kalina
Posts: 505
Joined: 08 Feb 2010, 22:21

Re: Rivers lakes and erosion

Post by danil_kalina » 06 Dec 2011, 15:51

The last screenshot is from Russia :D
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PicassoCT
Journeywar Developer & Mapper
Posts: 10200
Joined: 24 Jan 2006, 21:12

Re: Rivers lakes and erosion

Post by PicassoCT » 06 Dec 2011, 22:46

a dirty workaround appears, all ships have a subvehicel called riverShip.
Once crossing the line, they turn into riverships, which are basically vehicles.. the rest is graffix.

Subs must stay outside.
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stink
Posts: 3
Joined: 24 Feb 2012, 04:36

Re: Rivers lakes and erosion

Post by stink » 28 Feb 2012, 09:40

This would be amazing coupled with dynamic weather, imagine it starts pouring down with rain and the rivers start filling up.

I'm thinking (probably not for multiplayer) but having seasons, altering the terrain, cutting off choke points as rivers rise during the wet season, then returning during teh dry season.

Probably a pipe dream I agree, but what a great feature that would be
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PicassoCT
Journeywar Developer & Mapper
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Joined: 24 Jan 2006, 21:12

Re: Rivers lakes and erosion

Post by PicassoCT » 28 Feb 2012, 11:59

Now if only we had a game that uses rising water as part of its gameplay..
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klapmongool
Posts: 843
Joined: 13 Aug 2007, 13:19

Re: Rivers lakes and erosion

Post by klapmongool » 28 Feb 2012, 12:16

PicassoCT wrote:Now if only we had a game that uses rising water as part of its gameplay..
Some maps have rising lava as a gameplay element.
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Cheesecan
Posts: 1571
Joined: 07 Feb 2005, 21:30

Re: Rivers lakes and erosion

Post by Cheesecan » 28 Feb 2012, 16:28

I think players expect more fluidity (proper liquid simulation) something like this:
http://www.youtube.com/watch?v=TwVbI5Vn ... re=related

Not just a rising plane with water/lava texture on it(anybody can do that).
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smoth
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Re: Rivers lakes and erosion

Post by smoth » 28 Feb 2012, 16:40

not unless they are in some world sim like from dust.
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Google_Frog
Moderator
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Joined: 12 Oct 2007, 09:24

Re: Rivers lakes and erosion

Post by Google_Frog » 29 Feb 2012, 08:25

stink you can code it. I am convinced that it is possible to create 'real world' water but it would be a lot of work. You can erode terrain with the lua terrain controls. Draw water planes for lakes and gfx for flowing water. Modify terrain impassibility.
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Cheesecan
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Re: Rivers lakes and erosion

Post by Cheesecan » 29 Feb 2012, 09:02

You still need volumetric water not planes.
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Rivers lakes and erosion

Post by knorke » 02 Mar 2012, 07:33

ice that cracks by unit weight/by ships running through it and then units fall into the water is possible if you are willing to adjust mod's movedefs for it: ships minwaterdepth=-1, land units maxwaterdepth=-1, so they can drive on the same shallow water areas -1 deep water areas you have on the map.
Draw some tilebased ice texture over that water, where ice[x][y]==true, flat would look ok for a frozen sea. Add 3d or features if feeling fancypants.
Do ice[x][y]=false when a ship passes over x,y or something explodes.
Also change heightmap at x,y to be -2, so groundunits can not pass anymore.
Evey few frame kill groundunits that are at x,y and ice[x][y]==false
To avoid units clipping through the lua-icebla you could move up their base piece when they are on ice.
But it would imbalance flash.
tl;dr
ice is localized lava
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Rivers lakes and erosion

Post by Anarchid » 02 Mar 2012, 11:51

Speaking of dynamic terrain such as this.

Any ideas how would one approach something like zerg creep? FWIW, same tactic could then be used for flowing lava/water.
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knorke
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Re: Rivers lakes and erosion

Post by knorke » 02 Mar 2012, 11:56

Any ideas how would one approach something like zerg creep?
Image
?
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Anarchid
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Joined: 30 Nov 2008, 04:31

Re: Rivers lakes and erosion

Post by Anarchid » 02 Mar 2012, 12:58

Does it actually creep and affect ground properties, such as that specific ('zerg') units can be built on it, speed modifiers, etc?

I've done something similar with decals, but they lack all of the abovementioned properties, unless i make it a decal-spreading invisible structure that gadgetizes all that.

Also, no normals or emissions for decals :\

(never played Cursed, so i have no idea how stuff on that image actually behaves)
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knorke
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Joined: 22 Feb 2006, 01:02

Re: Rivers lakes and erosion

Post by knorke » 02 Mar 2012, 13:38

iirc in Cursed it is just visual, just like in SC:BW (beside being only place for zerg to build)

Properties depends what you want, some are easy:
-only place to build
-only allow morph/burrow/other special stuff on creep
-cloak units
-units take less damage
basically like in http://springrts.com/phpbb/viewtopic.php?f=23&t=24820
speed modifier idk how to make pathfinder use the fast-creep.
unless i make it a decal-spreading invisible structure that gadgetizes all that.
Image
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