Problem with generating islands (SOLVED)

Hello, i have a stabbing problem. I tried to speed up the process of generating islands by using a larger number of smaller atlases. Of course, I try to generate different objects, but when I create a second object with an atlas to generate an island, the first island is automatically drawn on it without adding a script to the new object. The same thing happens when I change the name of an object and an atlas. Don’t know where the mistake is?
And here is the script:

local perlin = require('main.perlin_noise')
local rgb = hash('rgb')
perlin:load()

local colors = {
	water = 255 * vmath.vector3(0.2, 0.5, 1),
	sand = 255 * vmath.vector3(1, 0.9, 0.6),
	grass = 255 * vmath.vector3(0.2, 0.8, 0.4),
	forest = 255 * vmath.vector3(0.1, 0.6, 0.2),
	rock = 255 * vmath.vector3(0.7, 0.7, 0.7),
	snow = 255 * vmath.vector3(1, 1, 1)
}

local function set_pixel(stream, width, x, y, color)
	local index = 3 * (x + y * width) + 1
	stream[index] = color.x
	stream[index + 1] = color.y
	stream[index + 2] = color.z
end

function init(self)
	local width = 256
	local height = 256

	self.buffer = buffer.create(width * height, {{name = rgb, type = buffer.VALUE_TYPE_UINT8, count = 3}})
	local stream = buffer.get_stream(self.buffer, rgb)

	local scale = 1 / 30
	pos = vmath.vector3(128, 128, 0)
	radius = 200
	for x = 0, width - 1 do
		for y = 0, height - 1 do
			local v = 0.5 + perlin:noise(x * scale, y * scale, 0) / 2
			distance = vmath.length(vmath.vector3(x, y, 0) - pos)
			if distance < radius then
				part = distance / (radius/150) 
				v = v - ((v/100) * part)
			else v = 0 end
			
			local color = colors.rock
			if v < 0.1 then
				color = colors.water
			elseif v < 0.13 then
				color = colors.sand
			elseif v < 0.32 then
				color = colors.grass
			elseif v < 0.40 then
				color = colors.forest
			elseif v > 0.5 then
				color = colors.snow
			end
			set_pixel(stream, width, x, y, color)
		end
	end

	local resource_path = go.get('#sprite', 'texture0')
	local header = {width = width, height = height, type = resource.TEXTURE_TYPE_2D, format = resource.TEXTURE_FORMAT_RGB, num_mip_maps = 1}
	resource.set_texture(resource_path, header, self.buffer)
end
	local resource_path = go.get('#sprite', 'texture0')
	local header = {width = width, height = height, type = resource.TEXTURE_TYPE_2D, format = resource.TEXTURE_FORMAT_RGB, num_mip_maps = 1}
	resource.set_texture(resource_path, header, self.buffer)

It looks like the resource they all share might be being overwritten by each other? You could test this by having 2 island with 2 unique starter atlases associated with their sprite. But there is probably a better way to deal with this. If you just want to generate several islands in advance you could have like 5 generated at once each associated with one atlas and then cycle through them / their sprite id.

Thank you very much for the answer, unfortunately it still doesn’t help, although I assign different atlases to objects, the result is still bad.

Please make and post a minimal project where it works not as you expect. I’m going to make a test and see if it is not working how I would expect it to.

MultiResourceBufferSprites.zip (7.2 KB)

Here is a sample where 3 different objects get their textures changed as expected. So either something I don’t understand about the problem, or something else you are doing is making what you are doing breaking.

go.property("r", 255)
go.property("g", 255)
go.property("b", 255)

local function set_pixel(stream, width, x, y, color)
	local index = 3 * (x + y * width) + 1
	stream[index] = color.x
	stream[index + 1] = color.y
	stream[index + 2] = color.z
end

local function actual_init(self)
	local width = 64
	local height = 64
	local rgb = hash("rgb")

	local declaration = {{
		name = rgb,
		type = buffer.VALUE_TYPE_UINT8, count = 3
	}}
	local abuffer = buffer.create(width * height, declaration)
	local stream = buffer.get_stream(abuffer, rgb)


	for x = 0, width - 1 do
		for y = 0, height - 1 do
			local color = vmath.vector3(self.r, self.g, self.b)
			set_pixel(stream, width, x, y, color)
		end
	end

	local resource_path = go.get('#sprite', 'texture0')
	local header = {width = width, height = height, type = resource.TEXTURE_TYPE_2D, format = resource.TEXTURE_FORMAT_RGB, num_mip_maps = 1}
	resource.set_texture(resource_path, header, abuffer)
end

Also if you want resources to be generated faster you will probably want some of your game to be native code via native extension.

I also tested not having scripts on the other two

3 Likes

@Pkeod, thank you very much for your answers. It’s not still working for me, so there I send you the project:

Noise.zip (31.5 KB)

It looks like you need both a unique atlas and a unique texture within the unique atlas. Maybe it’s an optimization Defold does silently that messes this specific situation up.

I was trying using unique atlas and texture too and Itwas the same.

2020-09-13%2023_04_30-Noise

Noise.zip (8.7 KB)

Here they are different now, you should be able to change the randomness of the noise to whatever you want.

There was also a problem with the script it was referencing the go, I changed it to

local resource_path = go.get('#sprite', 'texture0')
1 Like

That’s really great, thank you very much @Pkeod!

1 Like