The yellow chest its from blender
The texture is the some on the front and different on the back and the model its mine!
Anyway the image its a concept and not a texture of any game EDIT: Anyway i will change the texture right now
It was good, however I left the house with shorts on and my waterproof trousers in the bag, although it did not rain/snow on the way upâŚI could not feel my legs by the time I got there lol. Then it started to snow, heavily. Luckily I had goggles and full face helmet to keep me warm.
I didnt notice a trivial mistake in my code , 3 hours later I was ready to throw it against a wall then suddenly a null pointer pops up whats that im calling a specific function not the object I want to >:(
Populated the last remaining town and the monastery with NPCs. The game now contains 38 NPCs (might go up to 40+ when itâs done) but a lot of them serve no purpose ATM.
Now i either have to start to build more dungeons or design some side questsâŚhmmâŚ
Today I created a nice look by smoothing out the landscape. It works wonders on rolling hills and beaches, not only graphically but running over the landscape is also a better âexperienceâ. Here is a before and after:
It was actually a lot easier than I first imagined. I always thought that I had to add more vertices to create the effect, which I didnât want to do due to performance reasons. I was messing with it for about an hour yesterday and came up with the above results.
What I did was to change âgetHeight(x, y)â to return an average height of the tile and the 8 tiles around it when the camera is within 300 units/meters (which is plenty enough, any more than that and the landscape is LODâed anyway). The function then makes sure that a single corner doesnât change more than 0.125 units/meters in either direction, to still give you feedback when altering the landscape. A tile is normally raised/lowered 0.25 units/meters with each mouse click.
Considering the amount of medals I would say that it was a success
I thought I should post some stuff I have been doing lately
Basic networked encryption and salting/hashing a password for checking login
Client-server connection with keep-alive packets and login/registration/logout and secret unique idâs to recognize each client
GLEngine object that handles all font rendering, transformations, vertex buffer objects, and textures so that no resource is lost and everything is rendered with minimal memory use
Looks much better than before!
Although there is one thing I would suggest, simply using linear interpolation to transition from grass to sand looks kinda⌠boring? When you look at an actual image of a beach the has grass edges, it really doesnât just kinda fade but nor is there a sharp border. It kinda ends, then you see patches of grass inwards to the shore a little bit. For example:
A dev of Titan Quest created a blog post detailing how to make this really nice here
I have been working on implementing multiple ships and their relative handlers , I have also being implementing sub tiles which are like corner tiles or airlocks , they can reside on top of other specific tiles.
I must say I am proud of my tile selection code , it scans the 2d map of tiles for tiles with >0 values , if none are found then it generates a spawn and sets that tile value as curr_ship which is = 1 , from this it then âinfectsâ other horizontal and vertical tiles until it hits space at that point the infection is stopped , by doing this all tiles nearby are âinfectedâ and it also stops multiple check calls and instead only checks those tiles of which need checking. After this is then checks the map again seeing if any tiles are still 0 value , if so it checks the tiles and adds them , if one is modified it scans again to see if any are left if they are then it iterates again. If at this point none are modified then a new ship is generated and it iterates over those tiles.
Waiting on my Wacom pad to start painting. A have a background in art. However, it will take awhile for me to get used to it. Since Iâm going for a cartoony style when my style is realistic portaits.