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Evolution



Structural Integrity FTW!

Posted by studentTeacher, 01 September 2014 · 169 views
voxel, structural, integrity and 5 more...
After a weekend of thinking about the problem of structural integrity in a voxel game, I decided on trying out a sparse graph-based structure. The game will also need to know how it identifies something as a building or not. Therefore I needed to design the structural integrity solution around what gameplay characteristics I want as well.

Starting with "...


Looking Forward, Meshing, Structures

Posted by studentTeacher, 29 August 2014 · 246 views
voxel, game, engine, refactor and 6 more...
Hey!

Lately I've been looking into the future, trying to get a grasp on exactly what this game will be and how it can be implemented. There's been a lot going on with the code, and so I took the time to refactor most of the engine, commenting and optimizing where I could, and redesigning when I should. Overall it turned out great; I figured out how to ma...


A Looooong Journey

Posted by studentTeacher, 24 August 2014 · 274 views
voxel, terrain, generation and 5 more...
Hey all! It's been a while.....and a lot has been going on! I've been busy this summer with an internship working on autonomous UAV behaviours, so I've been having a blast with that. As of the state of the game, a lot las been going on as well.

In my (limited) free-time, I've been working on a rewrite of my engine. I've sat down with the good old piece o...


Screenshot Saturday - Terrain Generation, Water

Posted by studentTeacher, 19 April 2014 · 328 views
screenshot, saturday, terrain and 5 more...
Hey guys!!

Recently, I've been taking a change of course with my terrain generation. With my past terrain, it was increasingly difficult to build out models because the terrain lacked flat areas. What I decided on doing is restricting the terrain the certain height levels (right now, all step sizes are the same), and an edge detector to erode and shave t...


Game Mechanics!

Posted by studentTeacher, 16 March 2014 · 390 views
engine, movement, picking, game and 2 more...
Here's some shots of the engine's meshing; I kept greedy meshing with 32x32x32 chunks and still get decent world gen times (40 seconds for a 1024x512x1024 world) on my MacBook Air.







Also, I implemented picking, block adding and removing, and full movement (including automatically stepping up 1-block steps). Here's a video showing it off (WARNING:...


A Busy Schedule

Posted by studentTeacher, 26 February 2014 · 322 views
UAV, Java, JmonkeyEngine, project and 4 more...
This post has nothing to do with my game development. However a quick update on where I'm at on the game engine:

I moved over to JMonkeyEngine for my centralized engine. Surprisingly, I was able to make this switch in a matter of a couple of hours, and the performance increase was surprisingly large -- I ran at 60 FPS on a 512x256x512 voxel world on my o...


Quick Mid-Project Update

Posted by studentTeacher, 27 January 2014 · 284 views
terrain, graphics, AI, scripting and 9 more...
Ok, so in my last post I has said that I'd be working on AI next; taking a step back from the graphics polishing......and I got nothing to show of it! There's a lot of rewriting I have to do to finish off basic A* pathfinding over the terrain, so for now I have nothing to really show off. The code is pretty clean, and it interfaces nicely with a basic scr...


New Year, Good Things!

Posted by studentTeacher, 13 January 2014 · 436 views
voxel, game, collision, detection and 7 more...
Progress!! With my break now over, I wanted to show off the various things I did to the engine as of the beginning of the new year. Unfortunately my break was cut in half (3 weeks to almost 1 week) due to work, but my break was spent productively learning a few new things in developing this game's engine!

First of all, I worked on Ambient Occlusion. The...


Back on Track

Posted by studentTeacher, 15 December 2013 · 368 views

Hello everybody!

So its been a while...school picked up! Unfortunately, I had what's considered the "hardest quarter" I'll have at university, and so I was busy doing schoolwork. I've also been working on this project, but I hadn't made much actual, visual improvement to the game but, behind the scenes, things are really getting moving.

I've been workin...


Evolution -- Rewrite and Lots of Updates!

Posted by studentTeacher, 31 August 2013 · 403 views
voxel, terrain, java, lwjgl and 6 more...
So I've been away from this journal for a few weeks. Recently, I've not made much noticeable progress on Evolution; The game continued to expand it's boundaries with basic terrain finishing up, and began delving into AI and other aspects of the game that I've been doing research in. However, I come with this update to share some special news!

First of al...






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