Elina   Pixel Mage   

@logicsoup

Graphics/engine and gameplay programmer, prev. embedded. Co-creator of an upcoming procedural plant growing sim & environmental game. 🌿 Rust, C, C++, ASM 🔮

Vrijeme pridruživanja: ožujak 2019.

Medijski sadržaj

  1. Now I'll make it a part of our engine as it seems to work. Interesting results so far - the leaves look certainly better but it'll need some playing around with the values, possibly implementing other filtering methods after checking out how it looks like in-game. Sample img:

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  2. New voxel/heightmap hybrid soil system and very early experiments with new building materials. A lot of updates to our rendering engine as well and increased performance. More details in our December devlog at 💖

  3. replacing nalgebra with cgmath resulted in some ugly temporary workarounds

  4. Testing LOD generation

  5. 🎉After a couple of weeks of radio silence due to catching a winter cold, our November devlog is up at 🏗️ new concrete structures ✨ updates to our rendering engine 🤩 a working version of the old demo uploaded to itch 🔎 testing variable LOD

  6. My thought process now as I’m improving soil physics after the ”bombing”. The diagram on the left shows what happens with the soil now after the impact. Hovering pieces are currently marked using breadth-first search, but soil requires a slightly modified approach.

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  7. My grandma grew up in Kyrgyzstan and one of my dreams is to visit her childhood home, trekking the mountains she described. I’d love to try to recreate some of its terrain in the game.

  8. When I work on similar problems, I try to abstract/simplify it on paper as much as possible to create the algorithm. In this case, different types of blocks were color-coded (soil - red, air - blue) and represented as dots in 2D space. More goes into it, but it gets you started.

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  9. Forgot to post this before - searching for the lowest nearby scattered location for bombed blocks, instead of the immediate lowest location, completely removes the pillar effect

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  11. Discovered that I could scatter the blocks to neighboring lower areas instead of creating pillars and then eroding them, so when I'm going to implement proper erosion, it's going to look more natural

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  12. Forgot to post this on Monday - also fixed how some concrete or soil blocks would stick to the walls instead of falling further down. Working on and researching erosion now.

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  13. Fixed the concrete issue, time to start working on erosion

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  14. How it looks like before drawing/placing the impacted blocks within a randomized perimeter of the impact radius

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  15. Really interesting bug, as now I'm breaking the laws of thermodynamics and transforming terrain into concrete with magic bombs

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  16. Something's not right - can't get the glass to look right. Probably something really wrong with my Rust implementation atm, will think about it next weekend and take a break now.

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  17. The bomb has an impact radius now 👿

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  18. Trying out ruin generation through "fake bombing" the buildings and not just noise funcs to make the end result look more natural - otherwise, the ruins were there, but a bunch of concrete was missing, and entropy doesn't work that way

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