Hexagon/Triangle Prism Engine (Game in development)

I’m still stuck on collision detection due to the skewing of the hex-grid.
I may have to change the orientation to allow for at least one axis to remain the same direction to help with the math.

Anyway, yesterday (those who looked at my blog would’ve noticed), I added in trees.

Here are some screenshots:

Right now I’m working on minimizing RAM usage.

I tweaked the 3D simplex noise generation a bit. For a description of what it does, click the link in my signature to see my blog post.

There were lots of screenshots. They are all on my blog.

Here’s my favourite:

I realised there was a “mistake” in my lighting shader.
Not a really big mistake. I just had a bad light source position.

Things look much nicer now. The terrain feels smooth, and trees…
Well trees look like a mess of triangle prisms attached to a pole. Perfect!

Collision Detection is now working!!!

Unfortunately, now the grid skewing is affecting wall-sliding.

But still, Collision Detection is now working!!!

Good news! This project is looking pretty solid so far! (just wondering, what are your eventual plans for this thing?)

Well, a few days ago, I realised this could be a huge task. But then I remembered that Minecraft started out as Minecraft Classic.
And Minecraft Classic is quite simple (apart from Multiplayer)

(I realise lots of my inspiration is from Minecraft. I don’t want to make this game a Minecraft clone, but when I think of it as Minecraft, it seems like a smaller task, so I attempt to get things done quickly)

I noticed that as soon as collision detection and a few other things were working, I would only have to add content to get to the level of Minecraft Classic (Singleplayer only). Then I would be free to call it a game, and add whatever I felt like without worrying about ‘scope creep’ as the game to me would already be done.

So, I decided this morning to sit down at my seat and do the maths for collisions. And it worked (apart from the lack of wall sliding :slight_smile:

I was so inspired, that this afternoon, I got something else cool prototyped:

Player Models. :o :o :o :o 8)
(btw, that’s not the final player model ;D)
AND: a third person camera mode (WIP. Has a fixed distance. Needs clipping).

To avoid making this post too large, I will post a more detailed plan on my blog shortly (possibly tomorrow). Definitely tomorrow.

what is your trick to render Hexagons like that?

Don’t know what you mean. Please be more specific. :point:

Do the eyes need adjusting?

Definitely not, but the rest of the body does ::slight_smile:

Good job

Lol.

I just made the file format I created/used for models readable, so now I can edit models without having to hardcode it.

EDIT: SECOND PAGE OF THE THREAD! FINALLY! It takes so long to scroll up page 1. ::slight_smile:

I can make this in about 1 minute with a text editor:

That’s how easy it is to make shapes.
Now to make custom colouring…
Custom colouring implemented too.

More pictures on my blog. See my signature for the link.

I mean, How do you render the terrain that way?
I can only seem to do normal voxels…

Draw triangles in the shape of a hexagonal prism instead of a rectangular one?

Y u no release applet/download?!

Have you tried THIS?

  1. Because I’ve been working hard on the game.
  2. Because I was away for a week.
  3. It’s not ready for testing/demos yet.

</answering annoying quotes>

Anyway, I got lots done this last week.

  1. Biomes.

  1. Amazing Simplex Noise Terrain Generation.

  1. Player Model + Animations.

Some more info may appear on my blog shortly.