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Evolution



Screenshot Saturday - Terrain Generation, Water

Posted by studentTeacher, 19 April 2014 · 289 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 · 355 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 · 292 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 · 259 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 · 396 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 · 339 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 · 389 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...


So I've been reading about game development...

Posted by studentTeacher, 09 August 2013 · 511 views

....and it's only confused me more and more. This is the sad truth of over-analyzing something that you are working on. I try and try again to figure out the best way to perform a process when I now realize that, heck, this is programming, and there isn't just one way to do things (usually). I need to just go at it, and start coding; the controversial par...


A Switch to Java

Posted by studentTeacher, 03 August 2013 · 580 views

So I've been deep in the middle of cleaning up my code-base. There are a few problems's I've been having with C++ and SDL, however. SDL, with its update to 2.0, has little documentation on the things I wanted to benefit from on the update (window context with multiple windows, GUI management, etc.), but this can be dealt with if I really wanted to put eno...


Block by Block

Posted by studentTeacher, 06 July 2013 · 163 views
block, voxel, rendering, openGL and 5 more...
SO.... I've had a few days to start hammering thing out, and things are going pretty well! Getting the renderer up on line and dealing with window creation and all that stuff was quick, and so I began working on my data structures and algorithms for storing data, optimizing it for rendering, and keeping everything to as little code for a user of the engin...






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