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 youāre 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.
Itās been slow progress this week, but Iāve 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
Iād 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?
I get the feeling that the normal mapping on the stones is inverted or so, or isnāt 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:
Itās quite fast, despite what it looks like in the low-framerate gif.
Doing a total rewrite of a ācompleteā 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.
Learned a ton about electronics and Java/programming. I added to the GUI of my game an worked on file i/o. Iāve 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