Scape: 5. Overview and downloadsJune 28, 2012 Graphics
Finally, the Scape terrain editor prototype is now officially open sourced and freely available for download! This article on Scape is meant to provide an aggregated collection of links to previously published documentation and downloads, as well as to the new source code and binary package downloads.
Originally developed as a research thesis project at Vanguard Games, Scape is a prototype application allowing the user to apply a number of brushes with complex procedural effects to manipulate heightfield terrain in real time. For the more complex procedural brush types, much of the work is offloaded to the GPU to speed up the editing process. For a more in-depth introduction, visit Scape: 1. Rendering terrain or scroll down to watch a short real-time demonstration.
Even though I personally intent not to actively work on this project any longer, I hope it will already be useful to other people as-is, and that it may continue to evolve through the work of volunteers on Scape’s public repository or on other projects willing to integrate (parts from) Scape.
Scape 0.1.1 for Windows binary [ZIP, 7.7 MB]. This standalone Scape binary for Windows is free and may be used for both commercial and non-commerical purposes, if and only if you agree to its terms. The full license agreement can be found under /Docs/ScapeLicense.txt. Please read the brief instructions in /Docs/UserGuide.html to learn how to start Scape, control the camera and brush size, set the terrain size and more. The current version supports importing and exporting heightfields to BMP, PGM, PNG, TGA and RAW images, using a 8-bit, 16-bit, 32-bit integer or a 32-bit float per greyscale pixel, although not all modes are supported by all file formats. Again, see the User Guide for details.
Scape 0.1.1 source code for Visual Studio 2008 (Express) [ZIP, 1.5 MB]. This latest official release of the Scape’s source code, which has been released under the Simplified BSD License. You are only allowed to use the source code if you agree to the terms found in /Docs/ScapeLicense.txt. Please read the instruction in /Docs/ProgrammersGuide.html to build the binary using the included Microsoft Visual C++ 2008 solution.
Official Mercurial repository for Scape. Instead of the above Scape source code release, you can also get the latest (unstable) version of the source code from this public bitbucket Mercurial repository. The repository also comes with a Wiki of its own.
Procedural FX Composer project [ZIP, 0.5 MB]. Besides the source code of Scape, the source code of all algorithms explained in the procedural basics & extensions articles on Scape has been released as seven ready-to-use CgFX & FX techniques with different pixel shaders in this NVIDIA FX Composer project.
Scape: 1. Rendering terrain. Introduces the project and explains the terrain geometry rendering and shading techniques used by Scape, including Geomipmapping, texture layering and texture multi-projection.
Scape: 2. Procedural basics. A detailed introduction into the common Perlin-based procedural noise-summing algorithms that can also be found in Scape, including normal/rigded/billowy turbulence. It also covers the more complex ‘IQ Noise’ noise summing technique.
Scape: 3. Procedural extensions. A step-by-step explanation of novel procedural noise-summing algorithms, using the noise’s analytically calculated derivatives to achieve erosion-like effects. (The described jordan turbulence function is actually not available in the current version of Scape. The swiss turbulence, however, is).
Scape: 4. Brush pipeline. A description of Scape’s full editing pipeline, using the CPU and GPU to locally edit the terrain using on of the many different (procedural) brush types. It also describes Scape’s procedural directional noise.
Interactive GPU-based procedural heightfield brushes [PDF, 3.5 MB]. ACM paper on the GPGPU brush techniques in Scape. © ACM, 2009. This is the author’s version of the work. It is posted here by permission of ACM for your personal use. Not for redistribution. The definitive version was published in Proceedings of the 4th International Conference on Foundations of Digital Games, Pages 55-62, http://doi.acm.org/10.1145/1536513.1536532.
Effective GPU-based synthesis and editing of realistic heightfields [PDF, 10.6 MB]. MSc. thesis on brush-based editing of heightfield, researching the application of common and novel procedural algorithms as GPU-based brushes to offer users both better control and iteration speeds. The thesis presentation is also available [PPT, 12.8 MB].
Interactively synthesizing and editing virtual outdoor terrain [PDF, 6.0 MB]. Extensive survey on modern terrain editor requirements, procedural terrain algorithms, ‘terrain’ texture synthesis, terrain editing tools, terrain texturing and foliage placement.
Both the source code and binary of Scape come without any form of support, guarantees and warranties, as explained in the license agreement. Please see the User Guide and Programmer’s guide for basic information on how to install/build Scape and how to use it. Furthermore, experiences have been shared on this Ogre forum, which may aid in any troobleshooting.