Just build "I" on my tower and found out it runs at about 160 fps without any problems.
I was thinking about using a different approach on the terrain but under that circumstances i will maybe leave it that way.
One approach would been to use marching squares for the terrain.
The other one would been to just draw a cloud of 1 pixel vertices where i need them.
Not sure if either of those approaches will work a lot better but they would save me at least from swapping the texture to the GPU each single frame.
I am just about to restructure this blog. As i realized i won't be able to keep a development up without a tiny break here and there that grows into a bigger one. Now I will try to reanimate this with gathering a few topic together. Labels will mark the different topic and allow you to sort stuff i you need to. In it's core this will still be what it was! Coding and Graphics.
Sunday, March 31, 2013
Tuesday, March 26, 2013
Call of the Sirens
short CotS is a mod project of mine to enhance a lot of things in Minecraft.
My idea was to keep it as close to the original design and feel while bringing more varity and life into the game. Also i am looking at the current difficulty that Minecraft offers and try to give a challenge to those who want one.
Most people seem to be mislead by the mod name "Call of the Sirens" because most the plans i have are not jet to be implemented nor in sight.
The only thing that makes up a connection between the name and it's connect may be the underwater content like "Sea Weed", "Corals", "Mussles", "Squid Rings", upcomming "Sponges" and other sea related stuff.
In fact i have even a sea folk like mob planed for the mod but didn't got to create a good model for it yet. But all of that is more about the "Sirens" part in the whole name... what about the rest?
It's "Call of the ..." Sirens cause it makes the whole thing mysterious and because it creates a connection to "Call of Cuthulu" which is not far from the texture pack i helped creating but sadly got to neglected for about a full year now! (All my texture for it are stored on my tower and i'm just about to get that thing up and running again...)
I want to make the MC world more mysterious and complex while keeping it simple from the look. I want to make it grow on it's own and shifting while one walks through it. Who know if you house will still be as you left it when you go out for a longer journey?
So this is what my mod is about and to avoid leaving you with just text i will give you a few screenshots of the version for 1.5.
Cheers, Arc.
My idea was to keep it as close to the original design and feel while bringing more varity and life into the game. Also i am looking at the current difficulty that Minecraft offers and try to give a challenge to those who want one.
Most people seem to be mislead by the mod name "Call of the Sirens" because most the plans i have are not jet to be implemented nor in sight.
The only thing that makes up a connection between the name and it's connect may be the underwater content like "Sea Weed", "Corals", "Mussles", "Squid Rings", upcomming "Sponges" and other sea related stuff.
In fact i have even a sea folk like mob planed for the mod but didn't got to create a good model for it yet. But all of that is more about the "Sirens" part in the whole name... what about the rest?
It's "Call of the ..." Sirens cause it makes the whole thing mysterious and because it creates a connection to "Call of Cuthulu" which is not far from the texture pack i helped creating but sadly got to neglected for about a full year now! (All my texture for it are stored on my tower and i'm just about to get that thing up and running again...)
I want to make the MC world more mysterious and complex while keeping it simple from the look. I want to make it grow on it's own and shifting while one walks through it. Who know if you house will still be as you left it when you go out for a longer journey?
So this is what my mod is about and to avoid leaving you with just text i will give you a few screenshots of the version for 1.5.
Cheers, Arc.


Saturday, March 9, 2013
Fixed Bugs and CleanUp2013
Hello everyone!
I know this week was rather eventless... but i finally got my mind up and running again! And by that i was able to fix the weird terrain generation error i was messing around with earlier.
Beside that i mold all the "fake model"s into real ones and clean up a few methodes in the Model.cpp. The only thing that borders me about the current state of the model class is that i got type the name of a given ModelPart too often. I should probably modify how Hooks work or should add some intelligent search before adding a part to the full model.
To show you something funny i present you the updated character model! (Now with two arms and legs!)
Also i got to practive a little more on git. I merged the first time successfully and fixed the name of my branch which was "HEAD". Seems to be a stupid beginner mistake...
By that i wish you all a very good night! Sleep well little critters and enjoy the amazing terrain that uses a texture now!
Future plans are the implementation of a collision class and entities that will take care of stuff like taking damage, collision checks, moving around... health... and other useless stuff. In the end everything that has to do with a living thingy.
See ya. -Arc.
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Sleepy... zZzZz |
I know this week was rather eventless... but i finally got my mind up and running again! And by that i was able to fix the weird terrain generation error i was messing around with earlier.
![]() |
Hanging on the invisible wall. |
To show you something funny i present you the updated character model! (Now with two arms and legs!)
![]() |
*head scratch* "Is this a good idea?" |
By that i wish you all a very good night! Sleep well little critters and enjoy the amazing terrain that uses a texture now!
Future plans are the implementation of a collision class and entities that will take care of stuff like taking damage, collision checks, moving around... health... and other useless stuff. In the end everything that has to do with a living thingy.
See ya. -Arc.
Tuesday, March 5, 2013
Textured Terrain
So here i am again!
I rearranged some stuff in the terrain class and split it up into a binary image, a normal image containing the texture for the terrain and a third one that is the merged result of the two others.
Sadly restructuring broke the generation of terrain and i only got the simplest methods working so far but the more difficult ones fail currently...
On the upside it doesn't seem to take up more power then before and by that runs pretty well. I hope i can get you a nice picture of it soon as it looks so much better with texture!
Also it will allow us to turn off the texture if needed or to merge with another one easily if we want to!
I will also expose some terrain generation variables to the framework so we will be able to modify the shape of the generated terrain on the fly!
Stay awake all night! -Arc.
I rearranged some stuff in the terrain class and split it up into a binary image, a normal image containing the texture for the terrain and a third one that is the merged result of the two others.
Sadly restructuring broke the generation of terrain and i only got the simplest methods working so far but the more difficult ones fail currently...
On the upside it doesn't seem to take up more power then before and by that runs pretty well. I hope i can get you a nice picture of it soon as it looks so much better with texture!
Also it will allow us to turn off the texture if needed or to merge with another one easily if we want to!
I will also expose some terrain generation variables to the framework so we will be able to modify the shape of the generated terrain on the fly!
Stay awake all night! -Arc.
Monday, March 4, 2013
Dark is the night...
I'm sorry!
Yes i realize that i haven't posted anything yesterday but i just didn't got to something. I just got home and i'm feeling pretty tired...
I guess the only things i can tell you about is that Enie is probably going to make some glow and darkness shaders for "I" while i will keep on doing terrain and collision.
I'm already pretty happy how terrain generation turned out... the only bad thing is it's size so far. I hope i can experiment with scaling it up a little bit and with exporting it to a binary image and merging it with a texture.
I also hope we can drop RapidXML anytime soon as it raises a good bunch of warning for my IDE and even Errors for Enie. Beside that it doesn't supports any way of type converting by itself and is probably too fast to be really useful... for me at least. As those model and animationSet loading will only be one time calculations per startup of the whole game it would be worth to drop some speed for comfort!
Speaking of comfort those pillows look pretty soft.
I will write more when the sun sets. -Arc.
Yes i realize that i haven't posted anything yesterday but i just didn't got to something. I just got home and i'm feeling pretty tired...
I guess the only things i can tell you about is that Enie is probably going to make some glow and darkness shaders for "I" while i will keep on doing terrain and collision.
I'm already pretty happy how terrain generation turned out... the only bad thing is it's size so far. I hope i can experiment with scaling it up a little bit and with exporting it to a binary image and merging it with a texture.
I also hope we can drop RapidXML anytime soon as it raises a good bunch of warning for my IDE and even Errors for Enie. Beside that it doesn't supports any way of type converting by itself and is probably too fast to be really useful... for me at least. As those model and animationSet loading will only be one time calculations per startup of the whole game it would be worth to drop some speed for comfort!
Speaking of comfort those pillows look pretty soft.
I will write more when the sun sets. -Arc.
Saturday, March 2, 2013
Segment Fault!
Was continuing on my terrain generation today and it kept crashing a lot more often...
...i took that opportunity to hunt it down with gdb but weren't able to locate the error inside my code. But at least it hinted me a method were the error occured.
Normally i was writing some color values in the sf::Image i had there so i commented it out and discovered some weird blue and green pixels that shouldn't be there as the image was initialised fully transparent.
I changed the initial color to solid blue and watched my image.... it turned out that only 1/2 of the image were actually blue! Now i init the image with double the size and haven't run into another segment fault so far. I hope i get one of the developers of SFML on there IRC. It looks like a serious issue! If already an image of a size 30x30 has such issues i don't want to know what my 1024x1024 terrain image is currently doing!
Back to terrain i got with erosion something that almost looks like it could become terrain. Sadly the scale is a kinda to tiny for a character to wander through. Maybe i'm going to scale and blurr it up or i will need to improve the algorithm a lot more to handle terrain of bigger size!
I guess thats it already... i was going to tell you a lot about biologic neural networks compared to simulated ones... but it seems kinda off topic and now i already got enough to show you. So it will have to wait until i run out of stuff to tell or you asking me directly.
Cheers! - Arc.
P.S: Okay! I'm sorry guys! Indeed i was being pretty dumb and childish there! SFML is working all right! It was me making the mistake there. I just forgot to reset the j counter for every i.... So yes SFML is still save to work with!
Hope i wasn't too rude.
...i took that opportunity to hunt it down with gdb but weren't able to locate the error inside my code. But at least it hinted me a method were the error occured.
Normally i was writing some color values in the sf::Image i had there so i commented it out and discovered some weird blue and green pixels that shouldn't be there as the image was initialised fully transparent.
I changed the initial color to solid blue and watched my image.... it turned out that only 1/2 of the image were actually blue! Now i init the image with double the size and haven't run into another segment fault so far. I hope i get one of the developers of SFML on there IRC. It looks like a serious issue! If already an image of a size 30x30 has such issues i don't want to know what my 1024x1024 terrain image is currently doing!
![]() |
Current status of the terrain generation. |
I guess thats it already... i was going to tell you a lot about biologic neural networks compared to simulated ones... but it seems kinda off topic and now i already got enough to show you. So it will have to wait until i run out of stuff to tell or you asking me directly.
Cheers! - Arc.
P.S: Okay! I'm sorry guys! Indeed i was being pretty dumb and childish there! SFML is working all right! It was me making the mistake there. I just forgot to reset the j counter for every i.... So yes SFML is still save to work with!
Hope i wasn't too rude.
Friday, March 1, 2013
Fatality!
So today is/was friday! - That means it is a free day!
By that i done nothing beside chilling around and playing video games... well okay...
Yes i did something because i just can't leave my fingers off my project.
Well the terrain made some progress. It is now of infinite size (which means you can go as long in any direction as you want...) and the noise now grows into more terrain shaped forms.
It's not really melting into those and it just generates a huge blob in the middle of a ocean of noise - if you stand still, else you are getting a nice white snake like.. thingy. But that will change soon! I already have my stumbs for the other needed methods ready!
And now about the bad news....
...well there is seems to be an error with freeing an variable that is still in use i can't backtrack so far. It crashed my game a few times already, but every time i try to hunt it down with gdb it doesn't occures anymore! I will ready through the code a few more times tomorrow and how i will find it there.
It's a pretty heavy one crashing the whole application so yeah... pretty important to be fixed.
Wish me luck with it! - Arc.
By that i done nothing beside chilling around and playing video games... well okay...
Yes i did something because i just can't leave my fingers off my project.
![]() |
Island of terrain in the ocean of noise. |
It's not really melting into those and it just generates a huge blob in the middle of a ocean of noise - if you stand still, else you are getting a nice white snake like.. thingy. But that will change soon! I already have my stumbs for the other needed methods ready!
And now about the bad news....
...well there is seems to be an error with freeing an variable that is still in use i can't backtrack so far. It crashed my game a few times already, but every time i try to hunt it down with gdb it doesn't occures anymore! I will ready through the code a few more times tomorrow and how i will find it there.
It's a pretty heavy one crashing the whole application so yeah... pretty important to be fixed.
Wish me luck with it! - Arc.
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