after endless futzing about and tweaking i think i have something that may just be workable for this faux bevel effect i want
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@eniko Now I want a fighting game where your moves destroy the terrain around you, so if you are not careful you literally dig yourself into a hole
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i'm commander shepherd and this is my favorite spot on the citadel
(seriously i cannot get enough of looking at this particular subsection of a screenshot i took of the outlines in my voxel engine)
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@eniko Now I want a fighting game where your moves destroy the terrain around you, so if you are not careful you literally dig yourself into a hole
Worms?
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debating what i wanna do with grass in my engine. atm i have a block shader, and a model shader. i feel like i could efficiently implement shell textured grass by making a shell texturing shader, but i also don't want to balloon the number of different shaders i need to render all my terrain
i could just use the model shader, but it becomes a pain in the ass to implement shell textured terrain then
i could try and combine it with the block shader but they both do really different things
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debating what i wanna do with grass in my engine. atm i have a block shader, and a model shader. i feel like i could efficiently implement shell textured grass by making a shell texturing shader, but i also don't want to balloon the number of different shaders i need to render all my terrain
i could just use the model shader, but it becomes a pain in the ass to implement shell textured terrain then
i could try and combine it with the block shader but they both do really different things
hmm if i want to add bits to the shell texturing so it doesn't look bad viewed side-on i kinda have to go the model route
though i figured out i can get away with only 6 variations to get all the edge transitions
that could be doable if a bit annoying
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hmm if i want to add bits to the shell texturing so it doesn't look bad viewed side-on i kinda have to go the model route
though i figured out i can get away with only 6 variations to get all the edge transitions
that could be doable if a bit annoying
i'm overthinking the grass thing so i've made the textures required to make the shells for a 16-tile transition and i'll just generate the model for each of those 16 and implement them in the engine and move on so i don't wind up blocked by choice paralysis
if i want i can always just change it later
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i'm overthinking the grass thing so i've made the textures required to make the shells for a 16-tile transition and i'll just generate the model for each of those 16 and implement them in the engine and move on so i don't wind up blocked by choice paralysis
if i want i can always just change it later
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here it is compared to my style guide image. how did i do, chat?
i probably wanna pull the grass away from the edge a bit more because it obscures the outlines, but i'm pretty happy with this overall
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here it is compared to my style guide image. how did i do, chat?
i probably wanna pull the grass away from the edge a bit more because it obscures the outlines, but i'm pretty happy with this overall
At the moment the wild grass is actually a block on top of the dirt (like carpets in minecraft) but I'm thinking maybe I should change it so that the grass is part of the dirt block that sticks out above it as it were. That way things can occupy the same block as the grass without deleting it, like shrubs, flowers, or other non-opaque blocks
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At the moment the wild grass is actually a block on top of the dirt (like carpets in minecraft) but I'm thinking maybe I should change it so that the grass is part of the dirt block that sticks out above it as it were. That way things can occupy the same block as the grass without deleting it, like shrubs, flowers, or other non-opaque blocks
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chunks connect properly now! with bonus shot of the sprawling cave systems beneath the surface
i made a staged chunk generation system where chunks can request their neighbors be generated but only up to a certain stage, which keeps the generation from going infinitely in all directions, because the requested stage must always be lower than the chunk's current stage of generation
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chunks connect properly now! with bonus shot of the sprawling cave systems beneath the surface
i made a staged chunk generation system where chunks can request their neighbors be generated but only up to a certain stage, which keeps the generation from going infinitely in all directions, because the requested stage must always be lower than the chunk's current stage of generation
you can see through the sides of chunks now because the chunks (correctly!) note that their underground sides faces are obscured. it's just that they're obscured by chunks you can't see because they haven't fully been generated yet
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you can see through the sides of chunks now because the chunks (correctly!) note that their underground sides faces are obscured. it's just that they're obscured by chunks you can't see because they haven't fully been generated yet
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decided to add some simple caverns so it's not noodle caves all the way down
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@eniko@mastodon.gamedev.place dang that is a snazzy rock texture
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@eniko@mastodon.gamedev.place dang that is a snazzy rock texture
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can i just say its interesting what happens to a block game aesthetic when you're not afraid of following oldschool pixel art techniques like minecraft seems to be