What I did today

greatly increased voxel capacity + did some lighting:

http://i.imgur.com/ZjKze1E.png

Looks great!
Try scaling the textures on the house down, they look too big for it. Also, if youā€™re making the model yourself, try adding a bit more depth to it. Maybe a window embedded in the house?

Haha, of course I will in a more permanent model. The actual house model took about 5 minutes, and the texture was just copying and pasting images from the internet. :slight_smile:

Itā€™s been slow progress this week, but Iā€™ve tidied up some code to make tile transitions work, and to allow multiple terrain types. Added shadowing to the ladders and pipes. Tidied up the fog of war. The game will be a single player colony building/management game similar to Dwarf Fortress, though I have only played that for 2 hours so it wont actually be much of an influence. Each game will be set on a different planet with differing properties and a specific mission for that world. Some planets will have no atmosphere, some will be very hot, bombarded by meteors, or home to dangerous aliens. Missions will range from civilian based activities to scientific to military.

Ah man I really like the fibe from this. Art looks great and the world is generated really well.
Will all those pipes & wires have a use, Like you could make some sort of factory / computer system, Or are they just props.
Either way, looks great!

It really does look epic, when can we play!

Kev

Yeah it sure is great looking ;D

Iā€™d play that.

Same

The pipes and wires are for transporting power, gasses and liquids. The main idea behind that is for creating life support systems to produce breathable air and clean water but they will also have uses in connecting factory components together, supplying liquid fuel to vehicles/rockets, filling swimming pools, etc. Obviously this is going to take me a lot of work and I only started 2 weeks ago, so early playable by March lol?

Added levers to open/close doors in the dungeons.

I get the feeling that the normal mapping on the stones is inverted or so, or isnā€™t the normal mapping supposed to use the torch?

Mike

The torches on the walls use normal vertex lighting. The normal mapping (actually parallax) is based on the player as a light source.

Experimenting with faster alternatives to Poisson-distributed points, a random-jittered hex grid actually looks pretty good:

Itā€™s quite fast, despite what it looks like in the low-framerate gif.

Doing a total rewrite of a ā€˜completeā€™ collada importer! ;D

Check out sobel sequences: https://github.com/roquendm/JGO-Grabbag/tree/master/src/roquen/math/lds

two flavors per dimensionā€¦number of point known and unknown in advance.

Started on some user interface, bitmap fonts for now.
Working on a new demo video. :wink:

Learned a ton about electronics and Java/programming. I added to the GUI of my game an worked on file i/o. Iā€™ve also been finishing up The DaVinci Code.

New cross demo!

maSPhuHl_j8

Did some text adventure test in my console program.

http://zippy.gfycat.com/GivingWillingAvians.gif

Edit: Also ordered new Graphics Card