Creating pretty voxel terrain (and managing it under the hood in the engine) was a good first step, but if we really want to push towards a prototype, we need to have entities roaming about the world. In order to do that, we need to have add physics – entities should be able to interact […]
Author Archives: Switch
3D Voxel Terrain
I’ve hit a small milestone! I’ve gotten voxel (3d pixel) terrain working in my game engine! The height maps from last post are used generate some placeholder terrain, which are then saved to chunk files (where a chunk is 32x32xHEIGHT blocks). Moving around in the 3d space creates a “viewable” radius of the world around […]
Building a Good Looking Map
Having a quality map to play a role-playing game on is very important. Quality is relative, but usually we expect some oceans/lakes, some mountains, and terrain in between. It’s hard to get it balanced right, let alone randomly generate those features. In my experience, noise functions like Perlin noise don’t do a good enough job […]
project = new Project(“Game”)
Starting on this new project! I’ve had an idea for a role-playing game running through my head for a long time (years), and now is the time to start on it. I want to prototype the game and get it off the ground and see where it will go. If it’s not a fun game […]