Jump to content

  • Log In with Google      Sign In   
  • Create Account


Member Since 12 Nov 2007
Offline Last Active Mar 20 2016 06:25 PM

Topics I've Started

2.5D tileset workflow

20 January 2013 - 10:06 PM

Hey all


When creating tileable textures there's a very simple trick in photoshop, using the offset tool. If one wants to make an image that serves as a 2d tileset it's not much harder, you make one tileable texture and then create the variations while preserving the borders, after that you can glue all variations in a single image file.


I'm working on a 2.5d game tile based. Meaning the world is stored in a 2d array, indicating what's ground, wall, water etc and represented by 3d models. The problem now is to come up with a workflow for creating these 3d tiles! Each tile model has to flow continuously to every other tile, both texture and polygons.


I would love to hear some thoughts on the subject and how are people solving that obstacle, and with what softwares.

Dungeon maker input methods

27 November 2012 - 12:29 PM

Hi, I hope this is the appropriate forum for this discussion.

I'm trying to come up with a dungeon maker system or, more generally, a system for creating rooms and tunnels that is easy and intuitive for the user. edit: The more powerful the creation system the better (obviously) and I'm aiming at something that allows the user the have curved walls and is not restricted to a 2d plane.

I'm playing with a few ideas here. The result product of all of them is made with modules, pre made models.

The user creates nodes, connects them and they become rooms connected by corridor and hallway. Maybe each node has properties that define what this is going to be in the final product, like room size or something like that.

The other idea is by defining the ground. The user draws the ground as splines and the system creates the ground model and adds walls and ceiling.

Third idea: The user creates the volumes like small minecraft's cubes and the system does some kind of 'interpolation', using curved walls and such when needed.

Any ideas? Posted Image

Crowd navigation and city streaming. Need suggestions.

27 June 2012 - 03:30 AM

Hello there,

The game I'm trying to make has some unusual functionalities and, with it, some unusual algorithms. I'm not really a programmer, (I'm a physicist, if anyone's curious) so I hope the developers in this forum could shed some light in some problems I'm facing. Also, writing about it helps me think. I'll explain in more detail what I'm doing, if anyone's willing to read it up and give some feedback I'd appreciate it :)

Feature #1: The game takes place in a randomly generated city. I've studied a few of the existent algorithms and decided that most of them are not suited for games, as they're too slow even for something to be generated only once at the start. So I've come up with my own, very simple, system. It's basically a grid of premade blocks, also with random elements in it. That's good enough for what I have in mind.

Streaming this big city as the player moves is not the big problem. I already have some ideas in mind. The difficulty is making it work with the next feature:

Feature #2: I need A LOT of NPCs. After several tests with the usual AI in games, I realized that even with the dumbest path finding algorithms the computational cost increases dramatically with the number of NPCs. So I decided to use a different algorithm (you can read about it here).

The algorithm can be summarized as follows: Take the whole walkable area and make it a 2d discrete grid. For simplicity, let's consider that every NPC has the same goal, a single tile in this grid. Anyway, the objective of the algorithm is to construct a vector field that defines for every point in space a vector pointing to the direction that minimizes time, distance and whatever we want to the goal tile. This way every NPC, wherever it is on the grid, knows where to move next to get to his goal.

All right! I have this implemented already. It does what it promises, the cost increases almost nothing with the number of NPCs, allowing me to get hundreds of npcs moving, creating lines and all those patterns. However, the cost increases dramatically with the area, obviously! So I have to keep it small.

Phew! you're still reading? thanks! The problem now:

This navigational grid also needs to be streamed. From my current 'guessings', the ideal size for the city blocks are a bit bigger than the maximum size I can get for the navigational grid. I'm already planning on making the whole game with a lot of fog, to facilitate these things lol. But still, I'm staggered with the problem of how to stream the city blocks AND the navigational grid. Maybe I should also break the blocks into smaller pieces, each with its own definition of navigation tiles..

Any ideas? suggestions? About anything related, really. If anyone's working with streamed big worlds, crowds, random content etc, care to share some thoughts on the subject?

What are my options with game dev?

23 December 2009 - 08:16 AM

Hi there, GD community! I just got my BS in Physics. The usual road for me would be to get into grad school, wich I'm fine with it, but, before I dive into that, I want to get some insights from the Games people! Straight to the point, I want to ask you people what alternatives, possible paths, I have with game development carrers. A little background of myself: I'm a Physics graduate, self taught CG artist and composer, amateur programmer and, of course, games are my not-so-secret passion! I play, study and analyze them. BTW, if anyone's curious, I have a online portfolio of my CG works at http://diegofloor.com/ (I've used it to do some freelancer work)