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It will be rather easy to implement overhangs now, but I rather work on other terrain stuff for now (mountain ranges, beaches and rivers are next up).
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I spent the last week rethinking / rewriting my terrain-polygon code. I learned a lot and it now supports vertical faces! (the blue dots visualise the get-terrain-height-function results)
#gamedevpic.twitter.com/wEM21Egqym
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Stefan proslijedio/la je Tweet
A long time I wanted the cave feature !!! It's still super rough but it works !!! Getting closer and closer to the demo !
#gamedev#indiedev#IndieDevWorldOrderpic.twitter.com/DKfk7441HIHvala. Twitter će to iskoristiti za poboljšanje vaše vremenske crte. PoništiPoništi -
The placeholder clouds are butt-ugly. I should hide them next time I make a screenshot. Or I put some effort in and make them less ugly.
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I also wrote a function to clip lines to a polygon with an offset from the edges. It was not as trivial as I thought it would be, but reducing the problem to 2D helped a lot.
#gamedevpic.twitter.com/in9WkS3Ieu
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I changed the polygon triangulisation a bit. It now produces much nicer triangles.
#gamedevpic.twitter.com/YRHqp9aKxm
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The amount and type of individual tree models can be defined for "vegetation-areas".pic.twitter.com/OgZAlYwhbR
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Working on the vegetation. My goal is to have the whole map covered with trees without major performance impact.
#gamedev#citybuilderpic.twitter.com/hTJzdM9xlJ
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I am looking for a free, simple and useful CAD app since forever. I finally found one: ZCAD by Andrey Zubarev (https://github.com/zamtmn/zcad )pic.twitter.com/P3XiEdDTru
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I am happy with the terrain system (after 5 rewrites
). It is very fast and flexible, but it is a little bit unintuitive to generate. The island is about 30km x 30km and needs to be filled with mountains, rivers and trees now. (The spheres are placeholder clouds.)pic.twitter.com/RJJcP6OPPF
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I am close to fully implement skeletal animation. I got the first bone to animate right. The first procedurally generated and animated citizens will hopefully arrive in the next couple of weeks.pic.twitter.com/uTEsuD42rK
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I tried different numbers of processes for building my game. Here are the results. I think NUMBER_OF_CORES times 1-2 are good values. The result with 12 processes is an outlier for some reason.pic.twitter.com/JaNBHb8hr4
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I played around with gcc compiler flags and suddenly my code crashed. Turns out old code that was consistently running for months now had some uninitialised values that always happened to be 0 or other ok values and now they were something random. This is why I hate C/C++.
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glew served me well for many years, but now I discovered glatter which is header-only and with no need to build it. https://github.com/imakris/glatter glew was always a pain in the ass to add to my IDE, glatter isn't. Please try to make more libraries header-only.
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Working on my programming language and having tons of fun building the debugger / interpreter UI!
#ImGUI#ProgrammingLanguageDesignpic.twitter.com/8YX8dnWUJJ
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*Simulate in CSS with simple shadow parameters I mean. I am sure there are ways to do it anyway.
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I guess you can't simulate near light sources with CSS. I might implement a separate penumbra width for each rectangle side in my game but I will probably never use it.
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I am doing UI drawing stuff for my game. I looked at the way CSS defines shadows and I thought: Hmm, the blur radius (=penumbra width) can't be constant on all sides and I constructed via CAD. I was right, but the farther away the light source the more constant the width becomes.pic.twitter.com/JdYZuPp84t
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