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The name of this software is World Machine. What is the first (bolded) word in the name?:

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Topic Summary

Posted by: jgwinner
« on: June 23, 2005, 08:19:25 PM »

Hey, I'd take a copy without docs.

I'm even a PAID customer!  :D

Parts of the program were confusing, docs are really needed.  Even as an experienced user, I would find that I had no idea what some of the inputs did.  For final beta testing I'd be perfectly happy without docs though.

I wish I could do my 16k x 4k though  :twisted:

Any hope for a 64 bit version  8)

== John ==
Posted by: X-PaX
« on: June 21, 2005, 01:33:17 AM »

Sounds good.
I see light at the end of the tunnel.  :D

Hmm, I see some very strange sentence at the Guest last posting  :wink:
Posted by: Anonymous
« on: June 11, 2005, 08:15:04 AM »

good, very good!
Posted by: Anonymous
« on: June 10, 2005, 09:58:29 AM »

Quote from: Remnant

Most of my time over the last while that I've been able to devote to WM has been involved with writing the docs. This is taken MUCH longer than I initially expected, mostly due to getting a good grip of organizing and approaching them.


THANK YOU. DOC writing is VERY GOOD. The lack of docs written from a completely new users point of view is the thing that had kept me from registering WM. It just frustrated me when someone say, "Oh just play around with it you will get it." NO I want something  a GOOD walkthru and then a COMPREHENSIVE reference that I can look thru when I get stuck.
Posted by: Haroon
« on: June 10, 2005, 01:38:51 AM »

I don't need any - as long as I can play with the new version - now 8)
Hi Remnant,
it is really appreciated and I hope that you will keep on going, as - surprise - your 2 months release anouncement is 2 months ago :shock:

Just for me speaking - don't caring about others - just give me a V1.0 without  documentation - I won't tell anybody :D

hopping around, Haroon    :wink:
Posted by: Remnant
« on: June 09, 2005, 06:14:31 PM »

Well, the actual program code has been about done for some time now. Just some bugs and one last thing left I'd like to implement, and then its a wrap for v1.0.

Most of my time over the last while that I've been able to devote to WM has been involved with writing the docs. This is taken MUCH longer than I initially expected, mostly due to getting a good grip of organizing and approaching them.
Posted by: Xenon
« on: June 09, 2005, 05:31:29 PM »

Any release news?  :D
Posted by: Remnant
« on: June 07, 2005, 06:27:44 PM »

Haroon:

yep, the entire world network will be generated real time and progressively refined as you give a particular view more CPU time. So if you jump somewhere, you will first see a very rough image of that area, refining as the CPU gets a chance to build better and better terrain for those areas.

John:

Very true, although in 32bit windows, a given process is limited to 2GB of RAM. Without some deft memory work, this gives us an upper bound of how large a heightfield can be used, since some devices need to have 3 or 4 heightfields active at once (eg erosion) to function.

Non-square does work in 1.0.
Posted by: jgwinner
« on: May 31, 2005, 09:57:07 AM »

Quote from: Remnant
Hi Tim,

it will have both. Max res is up to 8192x8192, although to work at that size is problematic for those without a couple gigs of RAM.



Cool.

I've said this before, but that's not a high end machine nowdays.  I just bought 2 sticks of ram, grand total 200 or so.  I plan to go to 4 soon.

Anyone using this for serious game development or movies is going to have a workstation class machine anyway, with at least a gig and a half; the Ram only costs about 100 bucks if you shop around.

Leveller lets you pick whatever size you want.  I did a 16kx4x grid with my old machine and it was workable.  (I was doing a 'fly down' of Valles Marinaris).  

It would be very cool if WM could warn you but let you do something stupid.  I forget if non square works.  

        == John ==
Posted by: Haroon
« on: May 30, 2005, 07:25:47 AM »

Hi Remnant,
the Explorer mode is capable of calculating Perlins, Splitters, Erosions in real time on a high end machine????
Gonna love this!
Volker Harun
Posted by: tj.odonoghue
« on: April 19, 2005, 01:47:25 PM »

Hi Stephen;

Thanks for the reply. It's good to see that WM has reached Beta 1 phase.

I'd be happy to help in reviewing the early documentation if there's a need - especially since I'm one of thse who has little intuition about WM.':?
Confused

 I also have a new machine that should be able to deal with any terrain - especially if I leave it to cook overnight. 8-)



Quote from: Remnant
Hi Tim,

it will have both. Max res is up to 8192x8192, although to work at that size is problematic for those without a couple gigs of RAM.

A manual is definitely something that will be there for 1.0. I'm trying to figure out now how to make it useful for the people who need it, IE those who WM doesn't make immediate intuitive sense. At the least, it will definitely detail what everything does; and hopefully take a good stab at explaining how to use WM.


 :?  :lol:  :wink:
Posted by: Remnant
« on: April 18, 2005, 09:31:42 PM »

Hi Tim,

it will have both. Max res is up to 8192x8192, although to work at that size is problematic for those without a couple gigs of RAM.

A manual is definitely something that will be there for 1.0. I'm trying to figure out now how to make it useful for the people who need it, IE those who WM doesn't make immediate intuitive sense. At the least, it will definitely detail what everything does; and hopefully take a good stab at explaining how to use WM.
Posted by: eleven7
« on: April 18, 2005, 05:24:05 PM »

I'm looking forward to it's release.
Posted by: tj.odonoghue
« on: April 18, 2005, 03:35:50 PM »

Quote
So that's it for now. Still no promises on the release date, but I WILL say I would be very surprised if it was not available within the next two months. Hopefully I've given you all something to look forward to!

>>

Still hoping the new version will be able to create large (4097) terrains and have a manual for reference for those of us who are not math savants  ... ?
Posted by: Remnant
« on: April 10, 2005, 05:07:23 AM »

Animation support is probably a 2.0 feature.

What I've been envisioning is somewhat like your description, but implemented a bit differently.

Essentially, you would be able to do keyframing of any WM parameter modifications. You would have a timeline that you can slide along, and at a certain time, you can set any parameter on any device to a particular value, and WM will then interpolate between the keyframes that you have defined to get the values of the devices at any particular point in time.

This not only is logical and familiar to anyone who's worked with an animation package, but meshes very easily with WM's internals and so would be straightforward to implement.

The only rub is devices like Erosion, that are so slow that a naive implementation to animate would be quite slow. But that's not insurmountable.

Anyways, its definitely a cool feature I've been thinking about, but its not going to go into 1.0 for sure.