My map generator is pretty much as done as it can be outside of the game engine... I can perfect the determination of the different areas, but what Tim is doing basically means we will be doubling up on code in that respect...
Tim has progressed well with his terrain generation, and we are about to start merging my random generator with his terrain generator to produce our level geometry... The tiles take surrounding tiles heights into account and create geometry to fill holes if necessary, creating cliffs and canyons... Next will be gradients for slopes between heights...
We will be looking into random height maps as well, to stop it being pretty flat all the time...
Tim identified an issue with the earlier map generator that was basically maxing out the CPU usage when rendering the map... We were only rendering 1000 flat square tiles and the player model, and it didn't like it at all...
The re-worked mesh generation has fixed this, and now works properly, including
In the middle of all this, we also fixed the lighting issue that has been plaguing us since the beginning... It was all about a backwards Z axis... our bad...
Progressing...
Posted by Creeping Death at 10:56 AM
I have made a random map generator...
It basically assigns each tile a value over several passes, and from there we can place the correct tile...
Timmy wants to start looking into generating the geometry based off the information from the map generator, which will go a long way towards making our levels look better...
We have also roped in another artist to work on some of out player and enemy concepts and models...
It basically assigns each tile a value over several passes, and from there we can place the correct tile...
Timmy wants to start looking into generating the geometry based off the information from the map generator, which will go a long way towards making our levels look better...
We have also roped in another artist to work on some of out player and enemy concepts and models...
Splitting and Junk...
Posted by Creeping Death at 4:30 AM
I found out why my ASE files were not rendering properly...
The texture coords of one object were not numbers anymore, but letters and symbols... Obvious problem there... So after investigating the Max file, i stuck a UVW map on the pipe, and all fine again...
I also changed the parser to accommodate Maxs Fail Coords system...
Tim spent more time sorting out our 2D/3D rendering issues and the mystery crash on his mac...
He ended up with a system that will update, handle events, render 3D, render 2D in that order... This solved the crash on the Mac, which had no cause that we could find...
I also made the default tiles smaller, and the map actually renders a square grid of tiles now...
The texture coords of one object were not numbers anymore, but letters and symbols... Obvious problem there... So after investigating the Max file, i stuck a UVW map on the pipe, and all fine again...
I also changed the parser to accommodate Maxs Fail Coords system...
Tim spent more time sorting out our 2D/3D rendering issues and the mystery crash on his mac...
He ended up with a system that will update, handle events, render 3D, render 2D in that order... This solved the crash on the Mac, which had no cause that we could find...
I also made the default tiles smaller, and the map actually renders a square grid of tiles now...
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