[Kde-games-devel] Kolf Art?

Casper van Donderen casper.vandonderen at gmail.com
Wed Sep 2 22:44:04 CEST 2009


We are working with a heightmap generator. In the 3D view this alters
the terrain with black = low, white = high and in the 2D view this
heigtmap is used as a semi-transparent overlay to simulate depth
perception.

Casper

On Wed, Sep 2, 2009 at 10:37 PM, Arturo Silva<jasilva28 at gmail.com> wrote:
> Pleased to finally meet you Stefan.  :)
>
> You've supplied plenty of food for thought, but bottom line for my end
> is we need some pleasant pattern textures and FAST so that we can meet
> the 4.4 deadline, where Kolf 2 should look and perform at least en par
> with Kolf 1.
>
> After the deadline, hopefully we can then focus on adding plenty of
> goodies so that it can grow into a very feature-rich desktop game.
> [and hopefully maybe even the base engine to a KDE pinball game?
> *wishful thinking* :D ]
>
> In any event, sounds realistic to me!  ^^b
>
> I only need to know three things:
>
> =============
>
> 1)  Is there any particular place you want me to post up my proposed
> graphic files?  I have a website which I use for storage as well, so
> by default I will just upload it there and link it here for review.
>
> 2) I'm a bit fuzzy on how the actual courses with texture patterns
> will be built, but will the near-future code allow for unmerged
> graphics?  Meaning that while grass, rocks and even water will be
> capable of blending in nicely with eachother, I need to make sure that
> Greens, bridges and fences can still retain their rigid form.  And for
> that matter, will the engine be capable of foreground elements?
> (meaning graphics that appear "over" the ball).
>
> 3) I guess I'll see this more once I start testing, but what's your
> goal for simulating depth perception?  The current Kolf does it by
> color gradients and other golf games (like Wii Golf) allow you to
> toggle a temporary elevation map for easy (albeit cheat-laden)
> reference.  But it might also be possible to use visual markers in the
> terrain pattern themselves, with patterns spaced out farther in higher
> elevations to simulate "closeness" to the viewers field of vision.  I
> may have more to say about this after testing.  :)
>
> ================
>
> In any event, thank you for your replies and for your ongoing
> contributions to this project.  It is of course much appreciated.  ^^
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