My hobby programming plate was kind of full at one moment. In addition to the game idea I have for Project SeedWorld, I have started working on a Pong-based game for Mini LD 58, and I also have my open-source Bummerman game. Though not a serious project, I plan to hold on to it to learn multiplayer…
I have released my first open source game code to GitHub for my Bomberman clone, Bummerman. Here is the project link:
Bummerman
This game uses MonoGame 3.2 for the build, and the Lidgren network library. The solution is set up for a Windows/Windows 8 build- I'm not yet able to try to build it for Lin…
Bummerman
This game uses MonoGame 3.2 for the build, and the Lidgren network library. The solution is set up for a Windows/Windows 8 build- I'm not yet able to try to build it for Lin…
I've been going back to work on my Entity-Component-System framework. Aside from being a side project, I will also plan to use it for my voxel platform game. I've already created a Minimum Viable Product using it, which is the Bomberman clone game I mentioned a few posts back. Animations are still …
Here's what I have been working on for the past week:
Just a 3D scene of space. But all programmed in HLSL! I have been inspired by Inigo Quilez's work and also his other website, ShaderToy with the impressive technical approaches to computer art, and wanted to learn a new way to put my shader codin…
Just a 3D scene of space. But all programmed in HLSL! I have been inspired by Inigo Quilez's work and also his other website, ShaderToy with the impressive technical approaches to computer art, and wanted to learn a new way to put my shader codin…
This post is just to spill my general thoughts out there on what I am doing in the gamedev world, since now I have several things that I'd like to do.
Project SeedWorld is still ongoing as a voxel engine but I am not yet sure on what direction the game should be heading. It is meant to be an RPG, bu…
Project SeedWorld is still ongoing as a voxel engine but I am not yet sure on what direction the game should be heading. It is meant to be an RPG, bu…
Over the last week and a half, I have been working on my own ECS framework. This is a side project away from my main voxel game, but it is something I wanted to do in order to be able to improve my productivity with making games more quickly. Inspired by Phil's Bomberman tutorial, I have implemente…
First, a late thanks to the staff at GDnet for featuring one of my entries. It was certainly not expected and I'm glad it was very insightful to a lot of people. Back to business on my game work, I am moving away from working on the voxel terrain engine so I can start adding relevant gameplay featu…
[color=rgb(51,51,51)][font=Georgia]
[font=arial]I have fixed a problem that has bugged me for quite some time. For most of the development of SeedWorld, up until last week, every chunk was not able to access voxels from immediate neighbors. This shortcoming was avoided with the code for voxel collis…
[font=arial]I have fixed a problem that has bugged me for quite some time. For most of the development of SeedWorld, up until last week, every chunk was not able to access voxels from immediate neighbors. This shortcoming was avoided with the code for voxel collis…
Another quick no-pic update. I've spent a lot of time in the voxel chunk rendering code, perhaps too much time, but part of it has to do with converting chunks to 32x32x32 size.
Previously every chunk was 32x256x32 in size (256 being the height). That seemed like a good idea at the time, so I could …
Previously every chunk was 32x256x32 in size (256 being the height). That seemed like a good idea at the time, so I could …
I didn't get as much time as I wanted to work on my game this week. Spent too much time with Skyrim (coming very late to the game, but nonetheless). Still there are some new updates to show. First I have re-opened my Twitter account for game dev related stuff, so follow me there. Also, I am now abl…
This week I have been working on adding more natural features- rivers and biomes (or at least the start of it). As part of making the world more varied and less same-y, I decided it's a good time to add bodies of water! I thought about oceans but I wasn't sure yet on how to modify the height on a l…
Here's a quick update this time. This time I have implemented a day/night cycle for the game. It's not physically accurate but it looks good enough. This short video demonstrates it.
There is now a skydome in the background, which uses a lookup texture to get the colors based on the time of day and …
There is now a skydome in the background, which uses a lookup texture to get the colors based on the time of day and …
It's now month two of the development of my SeedWorld engine and the game it will be used for. In the first month I have already made a lot of progress for it. The features I've done that month are:
- A voxel rendering system to draw a world out of cubes
- Procedural generation of landscape and trees usi…
Started off the new year well with my game. I finally got to the point where my collision box code works almost the way I want it to! I say "almost" because there is one slight bug but nothing really game-breaking. Adapting some code from the XNA platform game sample really helped also. The most di…
This is probably the last entry I'll add this year, so I hope it's a good enough one! My SeedWorld engine has now reached a milestone- the first physics code. Also, the trees are generated more realistically and lighting is much improved.
I have raycasting code for emitting rays from every visible v…
I have raycasting code for emitting rays from every visible v…
Here's some more progress on the SeedWorld voxel engine. Last week has been mostly occupied with tweaking stuff- tweaking noise outputs, heightmap parameters, and color gradients. It's been a ton of trial and error to get a landscape that I was happy with, but I think I needed a new perspective in …
One week later into my voxel engine, which I now call the SeedWorld engine, I am still facing a lot of technical issues but still made a lot of progress. I finally have a octave noise function that I am very satisfied with, in creating those very believable rolling hills you see a lot in procedural…
I'm decided to go back XNA for my shooter game on Windows 7. Two reason why: Using custom effects is unwieldy with Monogame in Windows 7, and I'm wasting my time trying to figure out why they are not being built correctly, and making my game multi-platform is more of a long term goal. MonoGame is m…
I guess it's pretty soon after my last journal entry, but I've been quick at progress with my game code the past couple of days. First of all I finally got the Entity-Component System code working in the project.
In more detail:
In more detail:
- PlayerSystem sets movement and commands for all players
- For AI, PlayerAct…
Moving right into making a new game to revive my C# and XNA skills, I decided to go with a top-down view shooter. I already have a code base to start with, which includes some basic AI. The AI is a big one for me, since as long as I could remember I have avoided this subject and haven't really done…
What's going on everyone! I haven't touched this journal (or this website) for over a year. I also had a blog that I stopped updating for just as long. For those followers that still remember me, you might be wondering what has happened?
Well, during the time here when I was game coding and taking a…
Well, during the time here when I was game coding and taking a…
It's been almost two weeks since I started my new game (and I originally wanted to post this on Sunday), and so far the progress has been disappointingly unproductive. At least it has been for the coding and implementation. I've been reading articles on Entity-Component Systems for games. Most of m…
[color=rgb(51,51,51)][font=Georgia]
[font=arial]What? Another game already? That's right, but this one will not be as big as my racing game project, which I expect to be ongoing for several months and likely at least a year. No, this game will be a short-term project, only planned for one month as p…
[font=arial]What? Another game already? That's right, but this one will not be as big as my racing game project, which I expect to be ongoing for several months and likely at least a year. No, this game will be a short-term project, only planned for one month as p…
Guess I spoke too soon about wondering how to go about picking parts of the terrain, because I figured it out! As I'm going to be using BEPU for the physics engine, I just let BEPU do the dirty work. Using it to create a terrain height field and doing ray intersection testing is pretty intuitive. S…
[color=rgb(51,51,51)][font=Georgia][font=arial]Long post ahead! This will mention several things. First, I still want to keep working on Meteor Engine but doing it concurrently with a game means I will not put as much time into it as I once did. However I will try to keep you updated in a better ma…
Bye-bye geo-clipmaps, here comes geo-mipmapping! I've converted my terrain rendering code to use it from now on. It's not fully completed but the basics work. I just need to fix up the holes that appear in the borders between different detail meshes. The terrain code has just gotten a lot more comp…
Making a short update this time. I finally have triplanar normal mapping working how I want it to. The following screenshots show normal mapping being used on the cliffs, with the same methods used to calculate steep areas on the terrain.
Without shadows or post-process FX, the view in the first scr…
Without shadows or post-process FX, the view in the first scr…
[color=rgb(51,51,51)][font=arial]Hey, you know that racing game that's supposed to happen? Well, I still plan on making it happen, and my ideas are becoming a bit more solidified now. I always planned on making anything but a super-serious racing sim, because those take too long to get all the deta…
Today I was going to talk about my start on the game editor's UI but something else got my attention. I have long been following some blogs and reviewers on XBox Indie Games, and now that the cat's out of the bag on XNA's fate, it's like a large band broke up- that band being the XNA developers com…
[font=arial, helvetica, sans-serif][color=rgb(51,51,51)]Here's a few quick test screens with the forward rendering in the engine, now that I have added shader support for terrains. The differences are subtle but somewhat surprising. First I'm testing out normal maps to see if they look OK.[/color]
[…
[…
Advertisement
Popular Blogs
Advertisement