GAIA in Unity's Editor

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psi29a
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GAIA in Unity's Editor

Post by psi29a »

https://www.assetstore.unity3d.com/en/#!/content/42618

I just watched this video and I'm thinking damn... I want this in OpenMW-CS! :D
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raevol
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Re: GAIA in Unity's Editor

Post by raevol »

Looks awesome... procedurally generated 3d stuff really interests me.
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Atahualpa
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Re: GAIA in Unity's Editor

Post by Atahualpa »

This sounds a teeny-weeny bit post-1.0. You really want to turn OpenMW-CS in a jack of all trades device, don't you? ;)
(Just playing down the fact that I'd love to have such a procedural generator too.^^)
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psi29a
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Re: GAIA in Unity's Editor

Post by psi29a »

I'm taking it from the point of view as the developer of world-engine. http://world-engine.org/

So, I have a ready-made python library for making procedurally created worlds. I'm also developing TESAnnwyn and making it a library as well with python bindings so we can take the created worlds and make them TES3 compatible (LAND/LTEX) terrain data (currently as ESP file as seen in my example-suite POC of Pago Pago Island).

So for me, the next step is to get them into openmw-cs. :)

Now the question is, this kind of terrain 'editing'... (like sprinkling trees in, heighten/lowering terrain, terraforming) should this be something that can be done inside of OpenMW-CS or in yet another third-party application?

That this last bit is for post 1.0 should be a no-brainer. ;)
Chris
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Re: GAIA in Unity's Editor

Post by Chris »

Personally, I think I'd like the procedural functions in the engine itself. If you're really serious about making procedural environments, you probably don't want to be storing the locations of each object, the heightmaps, and the land definitions in the game data. The amount of space it'd take would be ludicrous (even Daggerfall only fully defined outside areas for locations like towns and stuff, leaving the wilderness with only a minimal amount of data that could be used to generate it at run-time, and those areas it did define were done in such a way that it could share data between multiple locations to cut down on the amount of unique "cells").
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psi29a
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Re: GAIA in Unity's Editor

Post by psi29a »

WE is deterministic (many different variables with _many_ different outcomes), so in theory you can generate a subset at a time if necessary.
adamgoodrich
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Re: GAIA in Unity's Editor

Post by adamgoodrich »

Hi,

I am the author of Gaia, and the interwebs mentioned me here :)

It would be cool to do some form of integration between OpenMW and Gaia - to take what you generate here and use it to drive what Gaia creates in Unity.

Happy to help if I can. My email is [email protected].

Cheers,
Adam.
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psi29a
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Re: GAIA in Unity's Editor

Post by psi29a »

Hello Adam,

well, that isn't how this is working. We have our own editor, so it would more interesting to "port" Gaia away from Unity and to OpenMW-CS. ;)

Does Gaia have any python hooks? Aside from that, I'm sure that Gaia is pretty deeply tailored to Unity and with use of things like speedtree make integration to OpenMW-CS... interesting.

Aside from that, WE attempts to do the same thing that Gaia does but under a MIT License. We're no where near the point you are though. Congrats on your hard work! It looks great!
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silentthief
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Re: GAIA in Unity's Editor

Post by silentthief »

psi29a wrote:I'm taking it from the point of view as the developer of world-engine. http://world-engine.org/

So, I have a ready-made python library for making procedurally created worlds. I'm also developing TESAnnwyn and making it a library as well with python bindings so we can take the created worlds and make them TES3 compatible (LAND/LTEX) terrain data (currently as ESP file as seen in my example-suite POC of Pago Pago Island).

So for me, the next step is to get them into openmw-cs. :)

Now the question is, this kind of terrain 'editing'... (like sprinkling trees in, heighten/lowering terrain, terraforming) should this be something that can be done inside of OpenMW-CS or in yet another third-party application?
I think that this is going to be a subject that has a lot of discussion. I personally want to see this (procedural map creation, random placement of objects -- thinking random placement of statics like trees or rocks, but why limit it). I don't personally want to have everything randomly done for me with no actual creation involved, but would think that procedural or random would help with creating TCs/NGs (total conversions or new games)

With the original Morrowind game, there were attempts at this. Mgen and Yacoby's mesh generator were two that came to mind, but there were plenty of genmod utilities. The idea was to cut down on the drudgery of editing/making yet another dungeon or cell -- to help speed up overall development. Manual editing/modding would still be needed, but this would definitely help.

hoping that we see this in the future for openCS

EDIT -- forgot to add that that video for GAIA does look amazing.

ST the generator
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GreyFox
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Re: GAIA in Unity's Editor

Post by GreyFox »

This is amazing. I always wished the TES series would go back to the scale of Daggerfall. Fast deterministic Terrain generators could do it. I read TES priced themselves of having a lot of human created content, that even the landscape has been crafted by human hand in detail. I find this to be a waste of time and resources imo. With cool tools like Gaia or the World Engine, the artistic resources of any project can be concentrated on a few areas which matter. There is no real benefit of knowing that some landscape has been painfully crafted by hand for a player when it is filler material in the end. And if generated content looks just as amazing or even better than there is no point in it.
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