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Fractal planet/terrain generator (fixed for new Blender)

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be-sanders/fracplanet

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ABOUT
=====
Fracplanet generates random planets and terrain with oceans,
mountains, icecaps and rivers.  Parameters are specified interactively
and the results displayed using OpenGL.  The generated objects can be
exported as Pov-Ray or Blender models, or as textures.

It uses C++ (with STL and boost), Qt and OpenGL.

Home page: http://www.bottlenose.demon.co.uk/share/fracplanet

Author: timday at timday dot com

LICENSE
=======
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.

[The license should be in the LICENSE file in this directory]

BUILDING
========
Either use the traditional
 ./configure
 make
(NB The configure script is NOT autoconf generated
and none of the usual autoconf options work)

Or just have both done for you by running
  ./BUILD
(which also adds $QTDIR/bin to the PATH while running the above commands;
this may be useful on the many distros which don't have qmake in the default
user path).

NB In either case you almost certainly DO need your QTDIR
environment variable to be correctly defined.

This will give you a "fracplanet" executable which you can run with
  ./fracplanet
or copy to wherever you like (see INSTALL section below).

If you have xsltproc (and sed) installed then you should get a copy of the
fracplanet.htm documentation built into the application.

[The author primarily uses Debian Sarge these days].

[Selden E Ball Jr reports that "FracPlanet v0.2 builds and runs
with no errors under the current version of Cygwin for Windows.
Of course, the appropriate optional software development subsets
have to be installed."]

BUILD OPTIONS
=============
Qt's qmake builds the Makefile used to build the application
so to change compile options you should mess with the fracplanet.pro
(if you do change it, do a "make distclean" before
you rebuild to make sure Makefiles are rebuilt)
or provide overrides on qmake's command line.
An example of how to do this is provided by the
  configure-custom
script, but note that details may well be different on your system.
On the author's P4 system the extra optimisation options make no
measurable difference to the application performance (to either
the display framerate or mesh generation times).

BUILD PROBLEMS
==============
- Recent versions of gcc may output a lot of warnings about Qt's
lack of virtual destructors.  Don't worry about them.
- For a Debian system with nvidia-glx installed it may be
necessary to have nvidia-glx-dev installed when you build, otherwise
the application may not function properly.  Note that binaries
built in an nvidia-free pbuilder environment seem to run fine on an
nvidia accelerated system.

USAGE
=====
User documentation is contained in fracplanet.htm and accessible
from the ABout tab of the application while running.

If you just want to dive in all you need to know is this:

After changing ANY of the terrain generation parameters, you must
hit "regenerate" to create and display a new model.
This keeps the random seeds for terrain and river generation the same.
There are a couple of extra buttons which also change the random seed
for the terrain or river network before regenerating,
Most of the parameter entry fields have tooltips on them which
give an idea of what they're about.
To begin with it's best to start by making small changes
to most parameters, especially the number of subdivisions.

PERFORMANCE
===========
The biggest factor influencing performance (both generation and
display) is the degree of subdivision.  For 9 subdivisions
(for a planet) around 260MB of memory is required.  10 subdivisions
needs just over a gigabyte.  Needless to say, if it starts swapping,
it's not pretty.
On a 2.4GHz machine with a GeForce4 (well, an "MX") and the Nvidia OpenGL
drivers display rates start to suffer around subdivision level 7 (for planets).
A NVidia 5200 will get to the next level.
See the BUGS file for other issues.

FSAA/MULTISAMPLING
==================
On the author's GeForce7600 system, the standard Qt3 built
fracplanet runs nicely antialiased simply by doing
  __GL_FSAA_MODE=7 ./fracplanet

INSTALL
=======
Doing
  make install
no longer attempts to do anything useful.
The only build product is the executable "fracplanet";
simply copy it wherever you like.

Other files of interest are:
  man/man1/fracplanet.1
  fracplanet.htm fracplanet.css
  BUGS TODO THANKS NEWS

OTHER STUFF
===========
Probably only of interest to those actively developing the code:

 - mktgz builds the tarballs released on sourceforge.

 - mkdeb builds .deb binary installables for Debian systems.
   (It probably assumes you have things pbuilder set up in a certain way).

 - mkdoc (in the CVS, not distributed) builds source-code
   documentation using doxygen.

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Fractal planet/terrain generator (fixed for new Blender)

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license.cpp
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