Showing posts with label climate. Show all posts
Showing posts with label climate. Show all posts

Wednesday, 20 August 2008

Continental Renewal

I've changed some models, added some new textures and models in continental climate area to shape things to the aesthetic level of the jungle probably. Maybe it can suffice the needs of the classic style, some better base bush + small bush texture could be added later, but for now I'm rather content.

Saturday, 23 June 2007

Climatic meeting

Some minutes of blendering, and adding sand to the grounds of tropical climate belt, a meeting between Continental and Tropical climate has became possible. Now we have two Climate belts on our demo world...expect to have more in the near future. Desert and arctic are to be, they are relatively easy to create.

Friday, 22 June 2007

Feel the difference

Yeah, the first fruits of Climate and Flora cooperation are getting ripe! After some hours of implementing and rethinking the Climate and Flora concept the World is now filled with Continental ClimatePart and uses the BaseFloraContainer's BaseFloraGenerator...it generates two kind of trees, Oak and Cherry...look at the screenshot, can you feel it? It's not geographical anymore...it's climatic and floral... :-)

First a geographical Cube will determine its climatic conditions using the World's Climate object, and then relies on World's FloraContainer object to look for a FloraGenerator suitable for the Place. The FloraGenerator will look up its hashmaps for flora suitable for the ClimateBelt and ClimateLevel type belonging to the coordinates of Cube. Then gets the Flora from the hashmap which will tell its displayable Cube form (with Sides) based on Season and DayTime on the given ClimateBelt. So the trees can have many faces depending on Season and even DayTime, and the forests trees and plants species depend on climate belt and level! Do you like the idea? :-) (Check SVN for a better understanding.)

Wednesday, 20 June 2007

Climate

"Climate is the average and variations of weather over long periods of time." - Wikipedia.
jcrpg is aimed to have a mostly complex climatic engine with climatic belts and climatic levels. The basis is a class called ClimatePart which is similar to the class called Place (simple geographical base class that returns Cubes based on coordinates), except that it is parameterized with another new class: Time and that it returns Conditions instead of Cubes.
So
things will be changing based on days of the year and hour/min in a climatic region. Also the climatic region will have impact on the fauna and the flora and the AI in general. Now we will have climatic belts and climatic levels. Levels will be much simpler, it will just return a bunch of weather Conditions (warm, cool, dry, rain...) based on height. Belts are more complex, they will tell Conditions with the help of Season classes and DayTime classes based on the world's local Time. Beyond the impact of this on the abstract World, the 3D core will render dependent things based on those Conditions, like night sky, snow, rain (if I will get to implement it soon, which ain't an easy 3d task :-) ). Have a look at the svn for a first perception...

World engine is put to rest for a little while. Notice, that the project has incorporated now the license header in the majority of the source files, and the copyright LGPL license in the root directory.

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