Anything related in any way to game development as a whole is welcome here. Tell us about your game, grace us with your project, show us your new YouTube video, etc.
Thanks for all the kind words
I'm currently working on all the boring math stuff so it'll start to play like Minecraft instead of just looking like it so I've not been updating as quickly as I'd like to but I'll be back with updates as soon as I have something new and worthy of showing
You all seem eager for an update so I guess the least I can do is make a kinda fly-through video (better than screen-shots).
Along side of all this dreaded math I'm doing I'm also going to try and get a bit more done on the terrain, for example where sand should go and where grass should go and what face of each cube should be textured with what depending on the current cube's ID etc
It's a bit tough to see the edges of each block in the video. I think that you might want to try drawing a little line on edges that don't have anything directly above or next to them would help. example: (o is empty, x is block, A is the block in question)
Thanks for the advice Ginto8, I'll definitely give it a go although I have concerns about how that would affect the performance (I'd have to go through the entire map twice this way).
I think it's because at the minute I'm only using ambient lighting (I hope anyway)
I thought it would be necessary to say I'm sat on a tree gazing into the distance.
The fog was necessary but it looks so gay, I can't wait until I get passed all this math so I can implement some stuff like menus and what not. (I'll definitely need the menu but for once it would be to turn the render distance *up* )
actually, with the addition of better texturing it's pretty much cleared up, and my partial outline technique might make it look weird. But adding some shadow would make it look a lot better.
Quit procrastinating and make something awesome.
Ducky wrote:Give a man some wood, he'll be warm for the night. Put him on fire and he'll be warm for the rest of his life.
N64vSNES wrote:Thanks for the advice Ginto8, I'll definitely give it a go although I have concerns about how that would affect the performance (I'd have to go through the entire map twice this way).
I think it's because at the minute I'm only using ambient lighting (I hope anyway)
I thought it would be necessary to say I'm sat on a tree gazing into the distance.
The fog was necessary but it looks so gay, I can't wait until I get passed all this math so I can implement some stuff like menus and what not. (I'll definitely need the menu but for once it would be to turn the render distance *up* )
Wow, looking pretty awesome so far man! Once you fix up the lighting, I'm sure it'll look a lot better.
Can't wait to see more.
I guess I have made a bit of progress so I'll post some screen-shots. Although you've probably already seen them if you're on my facebook friends list. ( I don't think anyone that's posted from this thread is )
Added clouds!
Failed attempt at making better clouds!
Added water and lava!....There was a slight bug at this point and the end result was
that I flooded the entire map. ( The water was spreading and flowing as it should, but it didn't stop )
And I'm working on the ability to edit the blocks and build crap (fun to use and fucking hell to code)
I think this is pretty old now but in case you haven't seen it:
Not a lot but to me it feels like a ton
EDIT:
Also I've added diffuse and specular lighting so let me know if you still think the cube edges are hard to see
(it was just ambient before)