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Re: Build A World - new massive game, using Irrlicht

Posted: Sat May 16, 2015 8:50 pm
by sodandk
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Re: Build A World - new massive game, using Irrlicht

Posted: Wed Jul 29, 2015 8:10 pm
by devsh
A little update...

as soon as I'm finished with water...
I'm going to have some eye candy ready.... some epic eye candy.

Re: Build A World - new massive game, using Irrlicht

Posted: Mon Aug 17, 2015 8:58 pm
by sodandk
importing GIS data:

Build A World is now working with a major GIS company to provide cities and entire countries for simulation use.
Here are two draft pics of a danish City.
We will shortly add forests, vegetation, lakes, real color and material of buildings, street names, powersystems and more.

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Re: Build A World - new massive game, using Irrlicht

Posted: Fri Aug 21, 2015 9:41 pm
by sodandk
For now, the 0,5 is fine. It's fine for simulation cities, roads etc., down to houses. In the houses there
will automatically be put lights, refrigerator etc. so the each house use realworld power usage. Also
you can find your own house and make it nice, or better if needed.

The above pictures are really draft, much more detail are coming in over the next weeks.
The roads are from OpenStreetMap.

We are working on 'block attributes', so a block can be painted, be dry, moist, wet, or have many plants on one block etc.,
but also split each block into 4x4x4 (12.5 cm). All this without sacrificing much speed or memory. It will take
some hit on memory, but should be be ok.

We are currently doing last bugfixes on the new water management. Then there will be an update and then Mat moves onto visuals, and stuttering etc.

Also we are doing some simulation code for the University of Copenhagen... simulation af plant growth, using their algorithms.
http://www.science.ku.dk/english/

Re: Build A World - new massive game, using Irrlicht

Posted: Fri Aug 21, 2015 9:43 pm
by sodandk
First we do this city: https://www.google.dk/maps/@56.0238964, ... a=!3m1!1e3

then the rest of Denmark

Then London.

Re: Build A World - new massive game, using Irrlicht

Posted: Tue Aug 25, 2015 10:51 am
by sodandk
2 more for now... lots more real details coming up...

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Re: Build A World - new massive game, using Irrlicht

Posted: Mon Sep 14, 2015 11:33 am
by sodandk
3 more shots before adding houses to the 6 x 10 km import of Helsingør (danish City)

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Re: Build A World - new massive game, using Irrlicht

Posted: Mon Sep 14, 2015 3:42 pm
by sodandk
next step ... :-D

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:shock:

Re: Build A World - new massive game, using Irrlicht

Posted: Mon Sep 14, 2015 8:52 pm
by sodandk
Couldn't decide what pics to post here, so here are 2 shots, and the rest in a facebook gallery:
https://www.facebook.com/media/set/?set ... 875&type=3


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Re: Build A World - new massive game, using Irrlicht

Posted: Tue Sep 15, 2015 1:06 pm
by sodandk
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Re: Build A World - new massive game, using Irrlicht

Posted: Tue Sep 15, 2015 9:08 pm
by sodandk
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and the map generated directly from Build A World (looks quite realistic)

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Re: Build A World - new massive game, using Irrlicht

Posted: Tue Sep 15, 2015 10:52 pm
by sodandk
Rising water levels due to global warming.
Realtime simualtion in Build A World.
Take action and protect the cities.
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Re: Build A World - new massive game, using Irrlicht

Posted: Fri Sep 18, 2015 10:34 am
by sodandk
Mark an area and choose 'Save STL' and you are ready to print to a 3D printer, easy!

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Re: Build A World - new massive game, using Irrlicht

Posted: Fri Sep 18, 2015 5:51 pm
by devsh
we'll use the convention

Most importantly, we'll only possibly add .obj format for export (colors). The only other format we'll use is something that either (ideally both) supports:

1) Instancing (like repeat meshbuffers with translation) -- for much lower F***ing filesizes
2) Actual Voxel representation of data in binary form (tired of making water-tight triangulations)

Re: Build A World - new massive game, using Irrlicht

Posted: Sun Sep 20, 2015 11:51 am
by devsh
I'm far less bothered about no watertight triangulations and allowing for intersecting volumes than being able to use instancing + voxels