The next incremental version of Worldbuilder is now out. No huge changes to planet generation itself, but the user interface has received some significant improvements in terms of usability. Some of this stuff is really standard, and sort of feel bad that it wasn’t already in early versions, so I apologize that it took this long to become available. But the program continues to get polished up, a little here, a little there, so I hope your experience will keep getting better.
As always, a demo is available for download, and the full product can be purchased from the store page. (Once purchased, you’ll continue to have free access to future updates.) If you have already purchased Worldbuilder, the downloads can be found here. (more…)
A user alerted me of a bug with the tectonic plate visualization layer, in which ugly black stripes were showing up. Upon inspection, it turns out that it was due to some angle values becoming excessively large, but only on some maps and not others. Clamping them to a maximum reasonable value got rid of the black stripes.
The fix has been uploaded and is available in version 0.2.1, available now.
So I had a few errors in my initial v0.2.0 packages. I have corrected these and uploaded the new files. Sorry for any inconvenience!
The first problem was that I embarrassingly left in some debug code that was trying to save image files to a hard-coded path on my local system. Oops.
The second was that I thought I had included all the necessary files for the new Visual Studio 2015 runtime library. Apparently not, and apparently it’s best to just use the redistributable installer from Microsoft. But until I get a proper installer created for Worldbuilder, it’s more convenient for users to not have to go through that process. So I returned to Visual Studio 2013 for this release.
Today brings a new version of Worldbuilder! The primary focus has been on the presentation of the planets. Much work has gone into getting away from being limited by a low-resolution triangle mesh during rendering, and instead doing far more on a per-pixel level. It has also made it significantly easier to add lighting and to handle a wider variety of map projections.
A demo is available for download, and the full product can be purchased from the store page. (Once purchased, you’ll continue to have free access to future updates.) If you have already purchased Worldbuilder, the downloads can be found here. (more…)
In an attempt to make the OpenGL support more robust, I offer you Worldbuilder Version 0.1.2. In particular, prior versions implicitly required OpenGL 4.1 or higher, and if that version was not available, would mysteriously fail to to run, render, or in the worst case crash. Worldbuilder now only requires OpenGL 3.0, and it ought to fail more gracefully and with improved error reporting when that or other miscellaneous requirements are not met.
Pixel format requirements have also been loosened so that the program should still work even in the absence of certain nice-to-have features such as multisampling, or can work with color/depth/stencil buffer combinations of a few different bit sizes, instead of requiring exactly 32, 24, and 8 bits for each.
As a small bonus, saving a view to an image file will now attempt to use multisampling if available, reducing the need to save to a larger image and then downsample manually in order to get antialiasing.
If you already own Worldbuilder, you can head over to the product page now to download the new version. If not, you may download the demo to get a feel for the program’s current capabilities (and validate that it functions well on your system). Then head over to the store if you would like to pick it up at the early support discount price.
- Improved OpenGL initialization to be more robust and flexible.
- Enhanced OpenGL-related error detection and reporting.
- Required OpenGL version reduced from 4.1 to 3.0, and is now explicitly checked instead of resulting in a crash.
- Save to Image will now use multisampling if that option is available.
- Lua module suites updated to no longer use UInt32 instances as loop counters, as that turned out to be useless and in rare cases unstable.
The first follow-up version of Worldbuilder is released, Version 0.1.1! This is admittedly a minor version, but comes with some very nice usability improvements, a few new features, and better error detection and messaging, as well as some miscellaneous bug fixes. (Click here to purchase. There is also a demo available. If you have already purchased it, you may proceed to the download page.) (more…)
Today I back-ported some of my flat map code from Worldbuilder to the planet generator prototype that I made last year. So for anyone who has been wanting to view a flat map rendition of those really cool planets, but isn’t ready to spend $4 on my Worldbuilder early supporter discount offer, you can give the new version of the old prototype a spin. No procedural generation code was altered, so seeds from the original version will work in this one, generating the same planets as before.
I apologize for being quiet for so long. I’ve been working hard on my Worldbuilder random planet generator, as well as preparing my website for Worldbuilder’s eventual release. Today that release has finally arrived, and Worldbuilder is now available for purchase from the Experilous Store!
It’s a long ways off from what I envision it could become, but it’s already got a lot of potential value. If you are an author of speculative fiction, a map enthusiast, or a programmer interested in procedural generation, read on to find out what Worldbuilder is already capable of, and where I hope to go with it in the future. Or grab the free demo here and try it out yourself. (more…)