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[Show comments] [Show snapshots] [Show videos] [Show content] [Show crashlogs] This is a recompile for the new release of Qt 4.7. OS4 PORT ======== Flight mode mouse controls are simulated on ADWS. - Re-enable the mouse by pressing M. ABOUT ===== Fracplanet generates random planets and terrain with oceans, mountains, icecaps and rivers. Parameters are specified interactively and the results displayed using OpenGL. The generated objects can be exported as Pov-Ray or Blender models, or as textures. It uses C++ (with STL and boost), Qt and OpenGL. Home page: http://www.bottlenose.demon.co.uk/share/fracplanet Author: timday at timday dot com LICENSE ======= This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. [The license should be in the LICENSE file in this directory] USAGE ===== User documentation is contained in fracplanet.htm and accessible from the ABout tab of the application while running. If you just want to dive in all you need to know is this: After changing ANY of the terrain generation parameters, you must hit "regenerate" to create and display a new model. This keeps the random seeds for terrain and river generation the same. There are a couple of extra buttons which also change the random seed for the terrain or river network before regenerating, Most of the parameter entry fields have tooltips on them which give an idea of what they're about. To begin with it's best to start by making small changes to most parameters, especially the number of subdivisions. PERFORMANCE =========== The biggest factor influencing performance (both generation and display) is the degree of subdivision. For 9 subdivisions (for a planet) around 260MB of memory is required. 10 subdivisions needs just over a gigabyte. Needless to say, if it starts swapping, it's not pretty. On a 2.4GHz machine with a GeForce4 (well, an "MX") and the Nvidia OpenGL drivers display rates start to suffer around subdivision level 7 (for planets). A NVidia 5200 will get to the next level. See the BUGS file for other issues. -----BEGIN PGP MESSAGE----- Version: 2.6.3in iQB7AwUAUfQxlLO1+24s2ZO5AQFIRAMrBBaO6h9jwAOnhxKBWAYkk6jRjYDvvZze KqPsFbOI5Qw5Dxdev19AUo8lLsnwAkwL3HQKcHzQDTT1zxRRPtwCnnF2ZJ6plkGs QyHnTOvsZ3lYGML82xpW78yaM9BzgCfpL+HluJJo =Vj4p -----END PGP MESSAGE----- |
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