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Show HN: 2D Isometric Editor
- mcphage 9y agoThat looks nice but without any instructions on how to install it or generate that sample—or even what format of data it wants for the elevation data—I'm not really sure what kind of useful comment I can make on the project itself.
- Grille 9y agoI have revised the readme, now everything important should be in it.
- deleted 9y ago[deleted]
- revx 9y agoHow did you do water in the demo gif? It's not listed as one of the available textures...
- eximius 9y agoTextures are the index of this array: https://github.com/Grille98/2D-isometricEditor/blob/f7fe5398fb9663a6e2566ab1000309a865319510/src/2D-isoedit/FormEditor_Logik.cs#L25 https://github.com/Grille98/2D-isometricEditor/blob/f7fe5398... [grass, dirt, sand, stone, dark grass, water, grass, wall 1, wall 2, wall 3, wall 4, window 1]
- abritinthebay 9y agoLooks like there are a bunch more possible: https://github.com/Grille98/2D-isometricEditor/blob/f7fe5398fb9663a6e2566ab1000309a865319510/src/2D-isoedit/FormEditor_Logik.cs#L31 https://github.com/Grille98/2D-isometricEditor/blob/f7fe5398...
- googletazer 9y agoLooks really cool, how can I run it?
- bencollier49 9y agoI wonder whether the Dwarf Fortress user community would find that useful. Certainly the code could be repurposed..
- lytedev 9y agoAt a first glance, it looks like it only handles heightmaps, while dwarf fortress is more voxel-esque. Interiors might not (currently) be handled by this program.
- danielvf 9y agoDFvakso has the outside world / big picture. A height map would handle this just fine.
- katastic 9y agoWell, there are already 3-D renderers for DF so I'm not sure what another one will add just by virtue of existing. (Not trying to sound like a dick here, I mean this genuinely.)
- adyus 9y agoNice! Here's an interesting idea: You could use a grayscale height map and apply textures based on relative or absolute height. Tallest point on the map? Must be a mountain. Cluster of points lower than the mean or median? Could be a lake or river. Essentially, it would emulate real world feature distributions.
- Grille 9y agoIn a very early version even something like that was built in, I could actually bring in as an option again
- mrguyorama 9y agoWow, this is closely related to what I was thinking of doing. Tracks in the racing simulator Assetto Corsa are simple 3D model files that have had a few hand modified additions using the editor distributed by the developers. I wanted to take Elevation data and turn it into a big file of polygons, and then lay a road on top of that using freely available shapefiles that describe roadways, giving the user a smoother surface to drive on. I could either texture polygons using some land use data from the same shapefiles, or using satellite imagery.
- oceanghost 9y agoWhat frameworks are you using? Having some trouble fitting VueSJ and ThreeJS together. COuld be curious to know your approach
- Grille 9y agothis project is pure C# it only uses .net 4.0 or what do you mean? Vue JS and Three JS are javascript frameworks.
- tomc1985 9y agoC# and its world might as well be a foreign language to some here...
- kroltan 9y agoWebdev kneejerk reaction I guess, haha. Everything is web nowadays! Kudos for making a standalone application.
- oceanghost 9y agoDrunk Haskell guy actually. :)
- graphememes 9y agosensible chuckle
- onion2k 9y agothree.js is quite well suited to things like terrain generation. There's actually an example in the official docs - https://threejs.org/examples/webgl_terrain_dynamic.html https://threejs.org/examples/webgl_terrain_dynamic.html - it wouldn't take much effort to swap out the noise generator for a heightmap.
- oceanghost 9y agoLol, my apologies I misunderstood the title :-D
- rlopezcc 9y agoThat's really nice. And reminds me about this thing[0] I made when Firefox 3D view was available. [0] https://github.com/rlopezcc/hexadom https://github.com/rlopezcc/hexadom Edit: Formatting.
- Itheyln 9y agoAny way to run on OSX?
- Grille 9y agomaybe with mono, I have not tried that yet.
- clebio 9y agoThe foreshortening seems off. The taller mountain is much taller when at the back, but roughly the same height as the other when at the front. Just a small concern; looks pretty cool!
- hbk1966 9y agoI think you're right, it looks like it's growing as it rotates away.
- bluedino 9y agoIt's an isometric projection, not perspective
- moron4hire 9y agoThat is an optical illusion, if you are seeing that. Isometric view is a rectilinear, not perspective view. Apparent object size will not have any change in the z-axis, so there should not be any foreshortening.
- supernintendo 9y agoNeat. Would be useful as a Unity plugin which might not be to hard to achieve as it’s already written in C#.
- jason_slack 9y agococos2d-x mobile game engine (www.cocos2d-x.org) might benefit from developers being able to export to it.