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.
Change Log
- 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.
20 Comments
I’m trying out world builder and it’s really neat. I’m trying to figure out how to export maps for elevation, heat and moisture level and coming up blank. Am I missing something or is this a feature on the wishlist?
Thanks for some amazing code and a really neat thing to play with!
@Stephen, I’m glad you’re enjoying it!
There technically is a way to get maps for all the different layer views, but it clutters up the user interface, so I had left it out until I figured out a better way to organize everything. Fortunately, with a little bit of effort in the terribly unintuitive [Generator->Configure] window, I was able to put together a .wgen file that you can use. I’ll probably include it as an official file in future releases (until I fix the interface so that it is irrelevant), but for now you can download it here:
Standard-AllMaps.zip
Great update. I just had a chance to look into World Builder again, and I’ve been able to generate a couple worlds and play with them.
I don’t suppose there’s any hope of a “randomize” button? I’m essentially trying to generate a world that’s sort of close to what I’ve been using from your old javascript demo, but typing in new random seeds can be a bit tedious
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Kudos, Terrific information.
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