Crossbones+ - Reputation: 810
Posted 09 December 2012 - 01:31 PM
C dominates the world of linear procedural computing, which won't advance. The future lies in MASSIVE parallelism.
Moderators - Reputation: 12303
Posted 09 December 2012 - 02:13 PM
I'm not sure making a voxel editor to build your castles is a good idea, unless of course the intention of your game is to use voxel castles. If you are building the voxel editor simply as an intermediate step toward making "standard" 3D geometry for your game, then it feels to me like you are setting yourself to a project that would easily be as large as a game,and probably would only serve as a distraction. Just look at the voxel editor being made/discussed at Procedural World; the dude has been working on that thing for a long time, and while it's getting pretty cool I don't think it's "there" yet. You'd be signing yourself up for the same thing, I think. And those things tend to grow, even if you try to keep them VERY BASICTM.
If your intention is to play with voxels, then play with voxels. But if your intention is just to build a 3D game, focus your efforts there and save the voxels for another day.
Crossbones+ - Reputation: 33412
Posted 09 December 2012 - 02:16 PM
You could always export to geometry and then modify in Blender for extra features when you needed.
Whether it is worth the time investment to make the editor, you'll have to decide yourself.
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Crossbones+ - Reputation: 4238
Posted 09 December 2012 - 05:19 PM
-Mark the Artist
Digital Art and Technical Design
Members - Reputation: 3556
Posted 09 December 2012 - 06:26 PM
- Make some castle tiles (corner tower, walls, front gate, whatever, etc... move them to a hidden layer and turn that layer off.
- Write a script that generates some data, possible like how a roguelike makes levels (lots of articles on that), and then copy instances of your pre-made tiles and line them up.
- Export finished level to your game OR code the same algorythm into your game