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Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 22:56
by Super Mario
smoth wrote:hokomoko wrote:So if you didn't plan to put funding/code/time towards this, why do you think anyone else would?
because he is an "idea guy," generally
I think I had him on my ignore list for a year because he used to make WAAAAAAAAAAAAAY dumber suggestions. Generally he comes in with somewhat random ideas posts them to see if anyone is interested. At least he isn't as pretentious about it as some of our past idea guys but generally, this is his *thing*
Which if you didn't, you should know that I legitimately
tried to contribute to the code. You think it's smart to work on something that turn out to be a bad idea in the end?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 23:25
by hokomoko
Super Mario wrote:smoth wrote:hokomoko wrote:So if you didn't plan to put funding/code/time towards this, why do you think anyone else would?
because he is an "idea guy," generally
I think I had him on my ignore list for a year because he used to make WAAAAAAAAAAAAAY dumber suggestions. Generally he comes in with somewhat random ideas posts them to see if anyone is interested. At least he isn't as pretentious about it as some of our past idea guys but generally, this is his *thing*
Which if you didn't, you should know that I legitimately
try to contribute to the code. You think it's smart to work on something that turn out to be a bad idea in the end?
If you plan contributing to the code, I'm terribly sorry. Patches welcome.
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 23:51
by smoth
Super Mario wrote:tried to contribute to the code.
What do you call "trying?" got a link?
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 23:57
by Super Mario
hokomoko wrote:
If you plan contributing to the code, I'm terribly sorry. Patches welcome.
Used to. Not anymore, because I keep running into headaches with the setup that they have on the windows development page.
Already have a MinGW-w64 compiler? To bad, you to use THIS SPECIFIC 32 BIT COMPILER HERE.
Try to summit a modify cmake file contain edits to work with your current existing MinGW-w64? Nope, better to create a new lib folder contain 64 bit libs used for spring.
Try to create a new lib folder that contain 64 bit lib? WATCH AS I LAUGH AT YOUR DESPAIR AS YOU GO SURFING THE NET FORCED TO GET LIBRARIES FROM NON-OFFICIAL SOURCES AS YOU ATTEMPT TO COMPILE WITH THEM, WHILE AT THE END, IT ALL FOR NAUGHT.
Used the compiler we told you? Well good luck at figuring out on how some function works does, how the code is structured , any needed information regarding spring without you asking tons of questions looking like an idiot consisting "OHHH WHAT THIS BUTTON DO!?"
Post contributed towards a warning, see below, Felony 2. (SIlentwings)
Re: Alright let's talk about 3D maps.
Posted: 16 Jun 2015, 23:58
by hokomoko
Super Mario wrote:hokomoko wrote:
If you plan contributing to the code, I'm terribly sorry. Patches welcome.
Used to. Not anymore, because I keep running into headaches with the setup that they have on the windows development page.
Already have a MinGW-w64 compiler? To bad, you to use THIS SPECIFIC 32 BIT COMPILER HERE.
Try to summit a modify cmake file contain edits to work with your current existing MinGW-w64? Nope, better to create a new lib folder contain 64 bit libs used for spring.
Try to create a new lib folder that contain 64 bit lib? WATCH AS I LAUGH AT YOUR DESPAIR AS YOU GO SURFING THE NET FORCED TO GET LIBRARIES FROM NON-OFFICIAL SOURCES AS YOU ATTEMPT TO COMPILE WITH THEM, WHILE AT THE END, IT ALL FOR NAUGHT.
Used the compiler we told you? Well good luck at figuring out what the hell on how some function works does or how the code is structured without you asking tons of questions looking like an idiot consisting "OHHH WHAT THIS BUTTON DO!?"
So I still don't understand how you planned to contribute to 3D maps

Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 00:01
by Super Mario
hokomoko wrote:
So I still don't understand how you planned to contribute to 3D maps

So's law
Ok I bite, what if I don't plan to contribute? You not going to any feature request, unless that guy who came up with it is required to participate? Is that your reasoning?
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 00:18
by hokomoko
Ah, if you don't plan to contribute then you can't expect your thread to change anything.
If no one created 3D maps by now (a subject discussed more than once), there's probably a good reason for that, so you'd need an even better reason for the situation to change.
Do you think talking and/or ideas are a good enough reason to convince whomever to reprioritise whatever they're doing and implement 3D maps?
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 00:31
by Orfelius
"Hey I want the X feature ok? It is awesome so why not implement it. So who can do it? We can also pay the person who will! So who is going to pay for it? Any volunteers to pay for the feature I want?"
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 00:46
by Super Mario
hokomoko wrote:Ah, if you don't plan to contribute then you can't expect your thread to change anything.
If no one created 3D maps by now (a subject discussed more than once), there's probably a good reason for that, so you'd need an even better reason for the situation to change.
Do you think talking and/or ideas are a good enough reason to convince whomever to reprioritise whatever they're doing and implement 3D maps?
I know the reasoning behind it, they rather have the easy half ass solutions to things rather than hard pure solutions. I.E. they prefer a patch solution to things.
priorities is not what needed to get to done, but rather their current interest at the moment. I'm not ignorant on that field.
I will say is this, if you do everything the easy improper way of things, don't expect much from your results. Enjoy your mediocrity.
User was warned for this post, in combination with other posts in this thread of similar nature, Felony 2. (SIlentwings)
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 00:48
by Super Mario
Orfelius wrote:"Hey I want the X feature ok? It is awesome so why not implement it. So who can do it? We can also pay the person who will! So who is going to pay for it? Any volunteers to pay for the feature I want?"
Troll harder
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 00:50
by hokomoko
https://en.wikipedia.org/wiki/Perfect_i ... my_of_good
Can you show me something good or pure you have done? something mediocre you have done? even something mindblowingly terrible you have done?
I'll take mediocrity over this every day. And if we're below your standards, you can either help us up or look for something else that fits them.
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 01:05
by Super Mario
You're shifting goal post here.
I'll take mediocrity over this every day. And if we're below your standards, you can either help us up or look for something else that fits them.
Good for you that you enjoy your engine. Don't be surprise that not everyone share the same sentiment/opinion of it as you. Especially don't expect others to contribute, as you are not entitled to it.
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 01:20
by gajop
This is going nowhere.
Final attempt to make it productive: can anyone post some technical information about implementing any different map type? (3D/Voxel/Multi Layer/Folded)
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 06:36
by Forboding Angel
On a realistic note, how could using voxels be useful in any way other than various niche? Maybe I'm missing something obvious (entirely possible).
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 09:49
by Silentwings
Since no one has pointed it out,
https://springrts.com/wiki/Project_prop ... map_format has existed for years.
And this links to
https://code.google.com/p/recastnavigation/wiki/Links, with much technical info.
However,
wiki wrote:This project is really difficult, as many / most parts of the engine have to be changed.
And a recent opinion is given here:
viewtopic.php?f=12&t=33493&p=569693#p569693
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 09:57
by gajop
gajop wrote:Heightmap pathfinding probably wouldn't work here, but I do recall some alternative from GoogleCode being linked.
That's what I was talking about here, but I was incredibly lazy to go and find it

I would like to know about any difficulties in making folded/wrapped maps or multimaps.
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 11:21
by hokomoko
I think a folded map is a real possibility.
The amount of rewrite is much lower: lots of places where you need to replace coordinate separation with a new function, but all ground height code stays the same.
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 13:15
by gajop
Map/unit rendering can be different if you warp that too (which you should).
In fact I can foresee it causing pretty hard issues with Lua-assisted unit rendering (effects and such), which don't have any logic for such things.
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 15:57
by AF
A folded map could be used to implement the faux worlds of Populous using a lua shader a special camera and a managed view distance
Re: Alright let's talk about 3D maps.
Posted: 17 Jun 2015, 17:43
by zwzsg
Bridges and overhangs:
- Are pretty
- Don't add much to gameplay (sea and land can already cross on shallows)
- Would not get along well with current Spring implementation
So the solution is to do fake, visual-only, bridges.
Which knorke, as well as myself, have already done.
Proper multi-level 3D terrain has about zero chance to happen to Spring in the next few years.
And if I does happen, it will be because a developer will want it, not because of forum thread request.
And speaking of TotalA-inspired RTS with donut-shaped maps made of voxels, how is
Dysis going?