From Wordpress to Jekyll

Decided to move the blog from wordpress.com managed hosting over to github.io pages using the jekyll static site generator. My primary motivation was that I want to be able to embed any content on the blog, perhaps some canvas/opengl stuff in the future. I could have gone the self-hosted wordpress route but of course you have to pay a hosting fe...
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Progress 17: Depth, Volumes and CPU Picking

Landscape Depth The landscape now has information in the Y axis(downward), as you dig the tiles change from soil to stone to granite. It’s kept quite simple at the moment but later I want to add further noise manipulation into the algorithm so that the player can find pockets of different types of rock as they dig. Excavation Tool I made some...
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Update 16: AO, Trees and the Perspective Camera

Orthographic vs Perspective Up until now I’ve had the game camera set up as an orthographic projection. Which gives a similar style to an isometric game but in 3D. I went for this initially because I wanted it to be reminiscent of games like Age Of Empires and RCT. It wasn’t until I started working on the construction tools that I realised how i...
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Update 15: SSAO Experiments

Screen Space Ambient Occlusion Small update this time. I have started working a day job again and so haven’t spent much time on the game. For a bit of fun I’ve been thinking about implementing screen space ambient occlusion, something I haven’t written before. As I’ve been developing and experimenting with the game I’ve noticed issues with my e...
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Update 14: Minor Improvements

Nothing too major this update, I’ve been working on some other personal things the last month so I haven’t done anything major on the game. Updates Made it so an individual tile will highlight when hovered over with the mouse. You can now make square box selections with the mouse by clicking and dragging. Added a distance fog for when us...
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Update 13: Simple Rivers

For me, one of the most important parts of the world generation has to be the rivers. I feel like I rarely see genuine flowing rivers in games, especially not procedurally generated ones. Minecraft and NoMansSky have ‘rivers’ but they don’t really follow any logic, they don’t really flow, and have no clear end and start. This is because the worl...
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