Search found 11 matches

by hurleybird
Mon Jun 24, 2019 12:49 am
Forum: Creator's Corner
Topic: Isle of Betony
Replies: 23
Views: 2215

Re: Isle of Betony

Very awesome!
by hurleybird
Thu Jun 06, 2019 7:23 pm
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 101
Views: 24130

Re: Roads of Daggerfall

Here's the source file from Dominus Galaxia, if that helps you:

https://www.dropbox.com/s/1qcs11xqd473x ... en.cs?dl=0
by hurleybird
Wed Jun 05, 2019 9:15 pm
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 101
Views: 24130

Re: Roads of Daggerfall

Hmm, looks like something isn't quite working right there.
by hurleybird
Wed Apr 10, 2019 10:01 pm
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 101
Views: 24130

Re: Roads of Daggerfall

Thanks, although I actually think that the expanding A* idea is more promising since it doesn't require a second step (how to place the roads after determining which cities get roads) and should be very organic.
by hurleybird
Wed Apr 10, 2019 7:31 pm
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 101
Views: 24130

Re: Roads of Daggerfall

Out of curiosity, are you a developer? There's a big difference between saying what you want to happen versus showing how to do it. The point of my last example is that it does let roads lead to other roads instead of cities, and also avoids edge cases. In contrast: Okay, Let's now start with the la...
by hurleybird
Tue Apr 02, 2019 6:50 am
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 101
Views: 24130

Re: Roads of Daggerfall

Perhaps A* pathfinding for building roads, with the cost taking into account both distance and the square of elevation change? That might be the best way to do it, actually. And of course you can tweak cost for each unit area after the fact to take into account things like population density. But y...
by hurleybird
Wed Mar 13, 2019 6:43 pm
Forum: Creator's Corner
Topic: Roads of Daggerfall
Replies: 101
Views: 24130

Re: Roads of Daggerfall

I think in terms of procedural generation you're dealing with two issues... where to place roads and how to place roads. In other words "I want a road between A and B" versus "The road between A and B should curve around these mountainous regions. Only the second problem seems difficult, but it also...
by hurleybird
Fri Feb 08, 2019 6:03 am
Forum: Creator's Corner
Topic: AI Upscaled Textures
Replies: 483
Views: 37415

Re: AI Upscaled Textures

One could probably just make variations in Gimp or Photoshop easily enough given an appropriate base texture. Time consuming, of course, but not particularly difficult. Of course, if an automated process could be found that would be even better. I'm not familiar with DF:U specifically, but I am with...
by hurleybird
Thu Feb 07, 2019 12:59 am
Forum: Creator's Corner
Topic: AI Upscaled Textures
Replies: 483
Views: 37415

Re: AI Upscaled Textures

Simply amazing. The one downside I can see in the last shot is that texture repetition is more obvious, but that's more the fault of the source material, and I don't imagine it will be too difficult to create a few variations eventually.
by hurleybird
Tue Dec 11, 2018 1:32 am
Forum: Developer Discussion
Topic: What version of C# is DFU using?
Replies: 8
Views: 840

Re: What version of C# is DFU using?

I know what you mean about version upgrades, having a project of comparable size to this going from 4.6 all the way up to 2018.2, and each new version seems to break at least a couple things. I didn't run into any issues moving from 3.5 to 4.x though, and the language features have been very useful.