@eniko Map block types to keys 1-9, now you don't need UI!
Seriously though, you mentioned it'll be an RPG. Maybe procgen a test village/town with test NPCs and some test interactions?
@eniko Map block types to keys 1-9, now you don't need UI!
Seriously though, you mentioned it'll be an RPG. Maybe procgen a test village/town with test NPCs and some test interactions?
The problem with making the "game you always wanted to play that never existed" is that now you'll actually never play this game
You'll make it, balance it, polish it, market it, debug it, fix it, but you won't play it
Another really cool cliff got generated with my game's new world generator 🥰
Btw "rewrite everything" is of course overly dramatic, in reality I need to store all absolute world-space coordinates in fixed-point, make sure all computations are in relative coords, and figure out a few camera-related issues.
Still, that's a lot of rewriting.
I already have fixed-point numbers implemented, and my maths lib is templated on scalar type everywhere, so at least it's an order of magnitude less painful than it could be.
So I've sprinkled a bunch of doubles here and there and indeed the jarring issue was caused by fp imprecisions. (There're some minor logic issues as well, but not in the raycast code itself.)
Time to rewrite everything in fixed-point, I guess 🥲
Ok so #graphics folks if you have any references for doing frustum culling with reversed-z (where the frustum is infinite) I'd love to know about them!
@ataylor Yeah, just an hour ago I was really close to "fuck it, just throw FXAA on top and it'll be fine"
Think I've managed to hack together an outline shader that doesn't overdarken large flat areas parallel to the camera
It's not perfect, but defenitely better than what I had before
Imagine building a fortress here
The heightmap is based on just several layers of fractal perlin noise. Mountains are fractal ridged noise (= 1 - abs(2 * perlin() - 1)).
All computed with automatic derivatives using dual numbers, which I use to place stone/grass, etc.
Pretty happy with today's result for procedural map: large central island + smaller ones, nice gentle shores, steep cliffs, hills, medium mountains, and huge snow-capped mountains 🥰
Water is temporary ofc, just to give some idea. I don't have actual water implemented yet
And ofc stuff like forests, biomes, etc will happen, but not right now.
Btw, the main island is ~50km in length.
I'll leave it to you to guess which platform it happened on
> get an overly generic reply with excessively pompous wording
> check out profile
> "AI job coach & innovator"
> posts 5 generic replies per minute to random accounts with 10k+ followers
Something something dead internet something something scam
Btw, the thing with USA is a bit complicated since they've increased their officially reported area many times (until it was larger than China, lol):
https://en.wikipedia.org/wiki/Geography_of_the_United_States#Area
Absolutely great fckn job, gloolgle
Apparently US is ~300'000m² larger than China (no it isn't), while Canada, Australia and Argentina just don't exist