Ameba Ownd

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Robert Haynes's Ownd

Worldbuilder Version 0.2.2 free download

2021.12.19 11:09






















No huge changes to planet generation itself, but the user interface has received some significant improvements in terms of usability. But the program continues to get polished up, a little here, a little there, so I hope your experience will keep getting better.


As always, a demo is available for download, and the full product can be purchased from the store page. If you have already purchased Worldbuilder, the downloads can be found here. A user alerted me of a bug with the tectonic plate visualization layer, in which ugly black stripes were showing up.


Upon inspection, it turns out that it was due to some angle values becoming excessively large, but only on some maps and not others. Clamping them to a maximum reasonable value got rid of the black stripes. The fix has been uploaded and is available in version 0.


Today that release has finally arrived, and Worldbuilder is now available for purchase from the Experilous Store! If you are an author of speculative fiction, a map enthusiast, or a programmer interested in procedural generation, read on to find out what Worldbuilder is already capable of, and where I hope to go with it in the future. Or grab the free demo here and try it out yourself. It took me three weeks of design, redesign, more redesign, lots of implementing scattered within, and three intense days of debugging a giant mass of previously untested code, but I finally have a basic modular system in place for running all procedural generation from Lua.


This will enable me and eventually anyone else to quickly experiment with various algorithms for every stage of planet creation and presentation. But at least it generates the exact same planet give or take a few subtle discrepancies due to slightly different math here and there. Just need to profile and figure out the bottlenecks. That should be acceptable for the moment. A cool thing about the architecture I ended up with is that not only will it naturally support a rich modularity of hooking up algorithms at different stages to each other, but that the way this modularity is exposed will also automatically enable a significant degree of concurrent execution on multiple cores with little to no effort on the part of the script writer.


In particular, I was surprised and excited by the wide diversity of interest outside of strict gaming and game development circles. This interest led a friend to suggest the possibility of developing a fully functional professional tool based on the experiment that had been predominantly intended for use in a strategy game.


But the intention is that the software will be quite engaging for worldbuilders and map aficionados in general, as well as for those interested in procedural generation. Tl;dr: If numerical determinism is important for your application, never use a PRNG to generate more than one function parameter at a time.


I was working on adapting a procedural generation algorithm based loosely on my planet generator code from floating point numbers to fixed point numbers. The goal was to ensure that regardless of compiler, OS, or CPU architecture, the same code would generate the same planet, if starting from the same pseudo-random number seed and using the same generation parameters. Despite IEEE being an extensively designed and very mature standard, in practice there are more than enough other variables at play to make floating point unreliable from machine to machine if exact replication is required.


Quite obnoxiously, but not unexpectedly, the results with the new fixed point code were substantially different from the floating point results. Not completely different; I could tell that some steps were behaving nearly identically, which proved that most of my fixed point code was functioning correctly. Tracking down the source of the discrepancy was harder.


Was my implementation of a cross product backwards, leading to blatantly wrong vectors? Learn how to make Scrap Mechanic, free and safe download. Scrap Mechanic latest version: Create the most powerful and useful machines you can possibly think of! Made an optimization for the ragdoll; Fixed crashes when exporting creations. Fixed a startup crash.


Workshop download error handling.. NET Framework to 4. Version 0. If you enjoy the application and feel like supporting me you can donate by PayPal. Multi Quote Reply. Its in danger, to be abused close to cheatprogramm, i think. If it tracks all datas, you could it manipulate it to collect all datas like "most built unit" and "when unit X is built" "First captured point" and things like that.


Elo is very cool. But an application which catch all datas is weird.. It doesnt make anything that cheats it simply gets the program feedback.