okay it's getting to the end of the month so it's time for the two week project reportback.
uhhhh this one went a lot better than the last one, let's say.
so the goal for this was "landscape generator", since that's something i've wanted to do for ages but never really gotten around to in a way that i was pleased with.
what i have right now is...




which i would say looks pretty good. like this was definitely made much easier by LEVERAGING my EXISTING TOOLBASE -- i had the graph-grammar expander from old code; and the hex shape embedder a prior project; and the basic geometry setup from the house renderer, which was itself a revision of the svg renderer from another project; and the random vegetation was generated via my possibility space code that i've been working on for a real long time. so i was able to do this in two weeks because i spent lots of other two week projects building the foundation.
there's a lot of other stuff i'd like to add to this (roads, rivers, coherent watersheds, an underground, villages and dungeons, etc) but just as a start i would call this pretty decent.
since i figure this code might actually be of interest to other people i also put the code up on github for people to take a look at.
also what this did was really... put into focus everything that goes into making a game? like oof here's all this 3d geometry, but if i want any kind of coherent engine i also need collision code so it's possible to move things around in the space, and ui/picking code so i can determine what tiles were selected when somebody clicks on a given pixel, and input handlers so that actions can have meaningful effects, and also a whole different rendering setup so that it's possible to dynamically alter the world geometry without needing to regenerate every single vertex in the entire game world. what they say about graphics making a game vastly more complex is extremely true.
anyway we'll see what the next two week project might be, who knows. i still haven't entirely made up my mind what i want it to be.
uhhhh this one went a lot better than the last one, let's say.
so the goal for this was "landscape generator", since that's something i've wanted to do for ages but never really gotten around to in a way that i was pleased with.
what i have right now is...




which i would say looks pretty good. like this was definitely made much easier by LEVERAGING my EXISTING TOOLBASE -- i had the graph-grammar expander from old code; and the hex shape embedder a prior project; and the basic geometry setup from the house renderer, which was itself a revision of the svg renderer from another project; and the random vegetation was generated via my possibility space code that i've been working on for a real long time. so i was able to do this in two weeks because i spent lots of other two week projects building the foundation.
there's a lot of other stuff i'd like to add to this (roads, rivers, coherent watersheds, an underground, villages and dungeons, etc) but just as a start i would call this pretty decent.
since i figure this code might actually be of interest to other people i also put the code up on github for people to take a look at.
also what this did was really... put into focus everything that goes into making a game? like oof here's all this 3d geometry, but if i want any kind of coherent engine i also need collision code so it's possible to move things around in the space, and ui/picking code so i can determine what tiles were selected when somebody clicks on a given pixel, and input handlers so that actions can have meaningful effects, and also a whole different rendering setup so that it's possible to dynamically alter the world geometry without needing to regenerate every single vertex in the entire game world. what they say about graphics making a game vastly more complex is extremely true.
anyway we'll see what the next two week project might be, who knows. i still haven't entirely made up my mind what i want it to be.