Generating random terrain in Blender3D - blender

I tried finding a python script in google that will generate a random terrain when the game starts (or each time a the player advances to a new scene) but all the tools I found are for creating a terrain to render it, not for the game mode.
Any idea how/where to find one?
(I'm assuming that since Blender3D has game programming capabilities, it is OK for someone to ask in SO)

Is this link related?
http://blenderartists.org/forum/showthread.php?t=77794
To generate terrain (height map) the algorithm is pretty simple (fractal plasma), something like this algorithm (Java):
http://www.sinc.stonybrook.edu/stu/jseyster/plasma/
If you Google search for "fractal plasma python" you might find some example code.

I've not really worked much with the game engine, but how about generating a random cloud texture and using that to displace the model? Wouldn't that be easier?

You should be able to reprogram most of the python scripts available to generate terrain for rendering to generate terrain for your game... is there a specific thing you need from the script to make it suitable for realtime gameplay instead of a static render?

Simplest way to achieve this is to cheat a little. Instead of actually generating random terrain make a random cloud texture (not sure how to do that with phyton) and then make the displace modifier use that texture and that's it! I'm not sure how easier it could be.

Related

Given a pair of images, how to automatically create an animation sequence morphing one image into the other?

Is there a programmatic way to convert two images into an animation sequence (e.g., an animated GIF) like the following example?
This image sequence, taken from a http://memrise.com course, doesn't seem to have manually-edited frames, but seems automatically transformed using some kind shape morphing algorithm. Is there a common term used to describe such an animation or algorithm? Is there a feature in ImageMagick or Photoshop/Gimp that generates such animations, given a pair of images?
Ideally the technique could be scriptable so I could create animations for several pairs of start-end images.
Edit: I have just been told about Gimp's tool under Filters->Animation->Blend, which appears to do the same thing as jQuery morph: each frame i is start + (finish - start)/N*i. In other words, you're transitioning each pixel independently from the start value to the finish value, without any shape morphing. The example gives is more complicated, as it modifies the contours of both images to achieve its compelling effect.
Other examples:
http://static.memrise.com/uploads/mems/32000121024054535.gif
http://static.memrise.com/uploads/mems/225428000121109232837.gif
I have written a tool that doesn't require setting manual keypoints and is not restricted to a domain (like faces). Anyway, the images have to be similar (e.g. two faces or two cars from the same perspective).
https://github.com/kallaballa/Poppy
There is also a web-version created with emscripten.
I generated the above animation using following command line:
poppy flame.png glyph.png flame.png
Although this is an old question, since ImageMagick is mentioned, for anyone who comes here from google it may be worth looking at this imagemagick plugin called shapemorph.
GIMP can't do that directly, but over the years a series of (now poorly maintaind) plug-ins to do that where released by third parties. The keyword for searching for this is "morph" - you should find a bunch of stand alone programs to do that as well, from "gratis" to full fledged Free Software, such as xmorph
Given pairs of vector files (.wmf extension) it is possible to use linear interpolation of shapenodes in Visual Basic for Applications to create frames for GIF animations , though this would take along time to explain. For some examples see
http://www.giless.co.uk/animatorMorphGIFs.htm (it is like a slideshow)
I have made some improvements since then, as well!

How to avoid a double-up of effort for retina, when using tile maps from Tiled with Cocos2d

I've got retina tile maps working, 15x10 tiles, of 64x64 tiles. problem is for non-retina devices I will need to make a 15x10 tiles of 32x32 tiles. I don't want to recreate the Tile, is it just a case of changing the XML (.tmx) file? Is there an automated tool or another way around this? I've been looking online but not getting too much help.
Thanks
You have to update the TMX file and scale certain attributes. Unless your TMX map is very simple this will be a tedious and error-prone task that's best left to a tool.
There are a variety of TMX rescaling tools out there, but some didn't work for me or simply were incomplete at the time (ie one didn't scale object layers). All the tools I know are generally are written in rather unusual languages (for an iOS developer at least) like Python, Ruby or Bash scripts. Others are only available as binary without the source code.
Check out this cocos2d forum post. Specifically this tool or HDx on the App Store. iTilemaps might also work for you.
Because I wasn't happy with either of the choices, I wrote my own command line tool tmx2scale in Objective-C to rescale TMX maps intelligently in all directions. The tmx2scale tool is not currently available but it will be distributed complete with source code with the KoboldScript Game Kit project.

Drawing Shapes With Objective C

I have to develop an app that has to present a "floor" of hexagons in "The Sims" style, something like this, but simpler.
I really know little or nothing about CoreGraphics and absolutely nothing about OpenGL, which way you would use to do the job in a "easy" and "quick" way?
There are myriad ways to achieve this. As I read it, you're looking for a 2D perspective, which thankfully is far more accessible for anyone without experience with 3D rendering. You could explore the use of a 3rd party library as sch suggested.
If you wanted a "native" solution, your options are going to be either something CG based or something image/UIKit based. Both are relatively accessible.
With Quartz/CG, essentially you will draw series of lines and arcs to compose the shapes you want. I generally create sketches on paper, then kind of plot out the rough segments and components I need in code; it's really not very hard to draw the paths with CG commands. You can build a shape-factory class pretty easily, and then you can just ask that for a given shape in a given size when it comes time to drop a shape into your view.
If you're reluctant to draw the paths in code, your last option is to use UIKit. With this approach, you could create your shapes in photoshop, slice them into images, then place those into imageviews and into your app. You can then manipulate these images in 2.5d space using CALayer transforms. If your needs are modest, this is a relatively easy and simple way to do it and have it look decent. Unfortunately this approach is not highly dynamic, wouldn't scale well, and may simply not meet with the performance threshold you're looking for on-screen.
You should have a look at Cocos2D. It makes programming games like that much easier. It also supports tile maps, that you can use to create the floor.
Try using CATransform3D to apply perspective to your 2D views. Related Question: How do I apply perspective?

Creating simple waveforms with CoreAudio

I am new to CoreAudio, and I would like to output a simple sine wave and square wave with a given frequency and amplitude through the speakers using CA. I don't want to use sound files as I want to synthesize the sound.
What do I need to do this? And can you give me an example or tutorial? Thanks.
There are a number of errors in the previous answer. I, the legendary :-) James McCartney, not James Harkins wrote the sinewavedemo, I also wrote SuperCollider which is what the audiosynth.com website is about. I also now work at Apple on CoreAudio. The sinewavedemo DOES use CoreAudio, since it uses AudioHardware.h from CoreAudio.framework as its way to play the sound.
You should not use the sinewavedemo. It is very old code and it makes dangerous assumptions about the buffer layout of the audio hardware. The easiest way nowadays to play a sound that you are generating is to use the AudioQueue, or to use an output audio unit with a render callback set.
The best and easiest way to do that without files is to prepare a single cycle buffer, containing one cycle of the wave (this is called technically a wavetable)
In the playback function called by CoreAudio thread, fill the output buffer with samples read from the wave buffer.
Note however that you will face two problems very quickly :
- for the sine wave, if the playback frequency is not an integer multiple of the desired sine frequency, you will probably need to implement an interpolator if you want to have a good quality. Using only integer pointers will generate a significant level of harmonic noise.
for the square wave, avoid to just program an array with +1 / -1 values. Such a signal is not bandlimited and will alias a lot. Do not forget that the spectrum of a square wave is virtually infinite!
To get good algorithms for signal generation, take a look to musicdsp.org, that's probably one of the best resource for that
Are you new to audio programming in general? As a starting point i would check out
http://www.audiosynth.com/sinewavedemo.html
This is a minimum osx sinewave implementation by the legendary James Harkins. Note, it doesn't use CoreAudio at all.
If you specifically want to use CoreAudio for your sinewave you need to create an output unit (RemoteIO on the iphone, AUHAL on osx) and supply an input callback, where you can pretty much use the code from the above example. Check out
http://developer.apple.com/mac/library/technotes/tn2002/tn2091.html
The benefits of CoreAudio are chiefly, chain other effects with your sinewave, write plugins for hosts like Logic & provide the interfaces for them, write a host (like Logic) for plugins that can be chained together.
If you don't wont to write a plugin, or host plugins then CoreAudio might not actually be for you. But one of the best things about using CoreAudio is that once you get your sinewave callback working it is easy to add effects, or mix multiple sines together
To do this you need to put your output unit in a graph, to which you can effects, mixers, etc.
Here is some help on setting up graphs http://timbolstad.com/2010/03/16/core-audio-getting-started-pt2/
It isn't as difficult as it looks. Apple provides C++ helper classes for many things (/Developer/Examples/CoreAudio/PublicUtility) and even if you don't want to use C++ (you don't have to!) they can be a useful guide to the CoreAudio API.
If you are not doing this realtime, using the sin() function from math.h is not a bad idea. Just fill however many samples you need with sin() beforehand when it is time to play it, just send it to the audio buffer. sin() can be quite slow to call once every sample if you are doing this realtime, using an interpolated wavetable lookup method is much faster, but the resulting sound will not be as spectrally pure.
There is a good and well documented sine wave player code example in Chapter 7 of the Adamson/Avila "Learning Core Audio" book, published by Addison-Wesley Professional (ISBN-10: 0-321-63684-8 ):
http://www.informit.com/store/learning-core-audio-a-hands-on-guide-to-audio-programming-9780321636843
It is a rather new publication (2012) and addresses precisely the issue of this question. It's only a starting point, but it's a valuable starting point.
BTW. Don't jump to graphs before having this basic lesson (which involves some math) behind.
Concerning example code, a quick and efficient method I often use deals with a pre-filled sinewave lookup table which has as many members as sample rate, for 44100 Hz the table has size of 44100. In other words, cycle length equals sample rate. This gives an acceptable trade-off between speed and quality in many cases. You can initialize it with the program.
If you generate floating point samples (which is default in OSX), and use math functions, use sinf() rather than (float)sin(). Promotions in inner loop cycles of a render callback are always resource-expensive. So are repetitive multiplications of constants, such as 2.0*M_PI, which can too often be found in code examples.

Ultra fast drawing in DotNET

Initial tests indicate that GDI+ (writing in VB.NET) is not fast enough for my purposes. My application needs to be able to draw tens of thousands of particles (coloured circles, very preferably anti-aliased) in a full screen resolution at 20+ frames per second.
I'm hesitant to step away from GDI+ since I also require many of the other advanced drawing features (dash patterns, images, text, paths, fills) of GDI+.
Looking for good advice about using OpenGL, DirectX or other platforms to speed up particle rendering from within VB.NET. My app is strictly 2D.
Goodwill,
David
If you want to use VB.NET, then you can go with XNA or SlimDX.
I have some experience in creating games with GDI+ and XNA, and I can understand that GDI+ is giving you trouble.
If I where you I'd check out XNA, it's much faster than GDI+ because it actually uses your video card for drawing and it has a lot of good documentation and examples online.
SlimDX also looks good but I don't have any experience with it. SlimDX is basically the DirectX API for .NET.
The only way to get the speed you need is to move away from software rendering to hardware rendering... and unfortunately that does mean moving to OpenGL or DirectX.
The alternative is to try and optimise your graphics routines to only draw the particles that need to be drawn, not the whole screen/window.
I would agree with JaredPar that you're better off profiling first to determine if your existing codebase can be improved before making a huge switch to a new framework. DirectX is not the easiest framework if you're unfamiliar with it.
The most significant speed increase I found, when writing a game maker with GDI+, was to convert my bitmaps to Format32bppPArgb;-
SuperFastBitmap = ConvertImagePixelFormat(SlowBitmap, Imaging.PixelFormat.Format32bppPArgb)
If they are not in this format already, you'll see the difference immediately when you convert.
It's possible the problem is in your algorithm and not GDI+. Profiling is the only way to know for sure. Without a profile it's very possible you will switch to a new GUI framework and hit the exact same problems.
If you did profile, what part of GDI+ was causing a problem?
As Jared said,
it could be that a significant fraction of your cycles are not going into GDI, and you might be able to reduce those.
A simple way to find those is to halt it at random a few times and examine the stack. The chance that you will catch it in the act of wasting time is equal to the fraction of time being wasted.
Any instruction or call instruction that appears on more than one such sample is something that, if you could replace it, you would see a speedup.
In general, the method is this.
As you're working in VB.net, have you tried using WPF (Part of .net since 3.0)? As WPF is based on DirectX rather than GDI+, that should give you the speed you need, although developing WPF is not straight-forward at all.
Because the GDI+ is not moved by the graphics card, it's slow to render because it uses the CPU to render. At least, you can use DirectX or SlimDX.
(sorry for bad english)
See This: http://msdn.microsoft.com/en-us/library/windows/desktop/ff729480%28v=vs.85%29.aspx
http://www.codeproject.com/Articles/159586/Starting-DirectX-with-Visual-Basic-NET