Shri March 21st, 2018 All,
I have reworked my website into a blog showing some programming demos in Wade. I plan on posting a new one every week or two.
Go to my website and check it out.
I am willing to consider requests, so if you have something you would like to see demo'd, make a request and I'll see what I can do.
cheers- shri
Shri August 7th, 2018 Voronoi Diagram 2 - new post - cheers
Shri August 11th, 2018 Voronoi Diagram 3 - new post - chers
cleo August 15th, 2018 This Voronoi thing is cool, I think I could use it for procedural terrain generation. However looking at your latest demo, my main problem is that the results are alway a bit same-y. Is there an easy way to get it to generate more diverse results?
Shri August 15th, 2018 Cleo,
The current terrain generator is pretty simple. It only generates one "island", by picking 1 high spot (moutain peak) based on the screen width and height. If you want to get more variation, you can look at this line, "voronoiBehavior.addIsland(x,y,1,0.996);" The parameters are where to put the peak, what the max height is (always 1, so ignore changing this parameter) and how fast to drop off the height on the next iteration (lower number faster drop off). If you want to play around with those parameters, you should see different results. You could also try calling the function multiple times - like this.
voronoiBehavior.addIsland(0,0,1,0.990);
voronoiBehavior.addIsland(200,200,1,0.995);
voronoiBehavior.fillPolygonByHeight();
This should give you two different peaks, but I can't guarentee the results as I didn't test it this way much The current plan is to continue improving the terrain generator, so you could just wait until it is in better shape.
If you need to do some generation for a project now, follow the links in the blog, they should take you to a couple of completed terrain generators. One even allows you to export the terrain image as tiles (I think).
cheers - Shri
Shri August 22nd, 2018
Shri August 27th, 2018
Shri August 31st, 2018
cleo September 12th, 2018 Hello Shri
This doesn't work for me anymore. In the console I see this message repeated many times:
Uncaught TypeError: context.beginPath is not a function
Is it possible you need to set your layers to 2d mode?
Shri September 12th, 2018 Cleo,
I am setting the layer mode to 2d for the geometry and map layers. However, I forgot to set it for the background layer (doh !!!), so that is why you are getting the error. The same error was in all three wtg posts. The app now simply adds a grey box sprite as the background, so no drawing anymore.
It should be fixed, I pushed all the changes for WTG [1,2,3] to my site and the zip files have also been updated. My apologies.
I just looked at the updated stuff and there seems to be some wierd layer overdrawing going on. I will look into it to see if I can fix it? Maybe a problem with not forcing wade to redraw layers...stay tuned.
So, for some reason you have to set the UI layer to 2d also or else this funny overdraw occurs ? Anyway, I did some limited testing and it seems to be working as advertised. Let me know if there are any other problems. An updated version (WTG 3.5) should be posted soon.
cheers - Shri
Shri September 17th, 2018
Shri October 2nd, 2018 WTG (Wade Terrain Generator) v 0.4 - new post
Let me know if anyone finds any problems - cheers
Shri October 15th, 2018
krumza October 20th, 2018 HI shri - look at https://en.wikipedia.org/wiki/Four_color_theorem - you can use this for politic map
Let talk about performance - i create map with 23k sprites and get
[Violation] 'mousedown' handler took 1517ms
i think you must use not 2d but webgl for this
may be use Sprite.drawToTexture(gpuTextureName, cpuTextureName) for this sprites?
krumza May 5th, 2020 Shri if you're all right. please resume the site, there was a lot of unique material
*if that I can offer free space on hosting or vds