Difference between revisions of "Talk:Map Maker"

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* Are you gonna release the source under some open licence?
 
* Are you gonna release the source under some open licence?
 
--[[User:Drei000|drei000]] 11:53, 16 September 2008 (UTC)
 
--[[User:Drei000|drei000]] 11:53, 16 September 2008 (UTC)
 +
:Hey :D I remember seeing your project in the Dev section; I'm a huge fan of cellular automata, and wish you luck. To answer your questions:
 +
:* Yes, terrain is stored as an array of <code>double</code>s and then scaled to 0 - 255 for color mapping purposes, 128 being sea level.
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:* The original implementation was in C, but for cleanliness I switched to C++ and abstracted the generation stuff into a Terrain class. To render graphics, I've also made a VBuf class -- a virtual framebuffer. Since it was very difficult for me to write directly to the framebuffer (which is in YUY2 format), a VBuf is an array of <code>u32</code>s in ARGB format (although A is unused). The VBuf is translated to YUY2 and copied to the real framebuffer every frame. In doing so, I've traded framerate for ease of development. (So there's plenty of room for optimization.)
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:* Definitely. (I think it's required, actually, since I'm using the Wiiuse library. I'm not really sure.) That'll be up today or tomorrow.
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:--[[User:Adb|Adb]] 19:27, 16 September 2008 (UTC)

Revision as of 21:27, 16 September 2008

Hi there! Although my TV is broken at the moment and I can't try it, your app looks really cool :) I would like to try to merge my implementation of Conway's Game of Life (User:Drei000/WiiLife) with your Map Maker to see what landscapes various rulesets could create from different starting patterns. just have some quick questions:

  • How do you store the terrain data? is It just an array the size of the map, storing height values of every point?
  • Did you write it in C or C++?
  • Are you gonna release the source under some open licence?

--drei000 11:53, 16 September 2008 (UTC)

Hey :D I remember seeing your project in the Dev section; I'm a huge fan of cellular automata, and wish you luck. To answer your questions:
  • Yes, terrain is stored as an array of doubles and then scaled to 0 - 255 for color mapping purposes, 128 being sea level.
  • The original implementation was in C, but for cleanliness I switched to C++ and abstracted the generation stuff into a Terrain class. To render graphics, I've also made a VBuf class -- a virtual framebuffer. Since it was very difficult for me to write directly to the framebuffer (which is in YUY2 format), a VBuf is an array of u32s in ARGB format (although A is unused). The VBuf is translated to YUY2 and copied to the real framebuffer every frame. In doing so, I've traded framerate for ease of development. (So there's plenty of room for optimization.)
  • Definitely. (I think it's required, actually, since I'm using the Wiiuse library. I'm not really sure.) That'll be up today or tomorrow.
--Adb 19:27, 16 September 2008 (UTC)