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GRASBOCK WindyOrange

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  1. GRASBOCK WindyOrange

    #2 New System Works

    I finally got the new system working. I have never made that many mistakes in an algorithm at once, which explains why it took so long for me to post an update. Anyway. Now I can run more than 10000 Humans at once (however only random walking). The World has multiple Noisemaps overlapping each other generating a much more interesting terrain. The System allows for efficient pathfinding to be implemented. Now I will be able to do much more actual content. UI, Pathfinding and developing the systems which drive the simulation will be a big task. The 3 pictures show you the world at different states of expansion. The red dots being the humans, that explore the world and thus generate the new chunks when necessary. In case you have seen the pictures from my last entry and are wondering where the grass went. Sorry about that. It will come back eventually.
  2. GRASBOCK WindyOrange

    #1 Grass and Animated Sprites introduced

    I am glad to hear that somebody is interested. The last month my university gave me a lot of work and pressure and i can't really keep up. However tomorrow i will have to deliver what I have done and thus i will start to get free time to think again. But there was another issue: I wanted to introduce a different (much simpler) world system (which i can't really show with pictures) but will immensely improve performance for bigger world with more entities. Since I am working a lot with pointers i got problems with Segfault and couldn't seem to find any reason as to why for a whole week. I am sorry to say, that it might still take some time (i hope for a maximum of a week) until i can get that new world system running and show something new that is actually game related. Thanks for motivating me though!
  3. GRASBOCK WindyOrange

    #1 Grass and Animated Sprites introduced

    I think i understand. This will get fairly difficult.
  4. GRASBOCK WindyOrange

    #1 Grass and Animated Sprites introduced

    Thanks for the respond. The grass actually grows even out of canvas (which is supposed to happen) but the animations are not (which is at the moment not such a big issue; but definitly not needed). I think that you suspected it would only grow in the chunks i am looking at because of a graphics glitch i am getting, where at certain zoom levels not all chunks that should be captured are rendered. This is the sudden disappearing of rendered chunks and the sides of the screen. I will fix it when i am certain that i will keep the setup i have right now. I didn not really understand what you said there. Right now I am very open to Ideas so i would be glad if you could clarify that part. What do you mean by itematized and which features did you mean and what does synchronous and layered mean? Originally I intended to make the height and depth limitless and the whole world independend of coordinates (just relative positions). I have looked at your Project where i saw little humans. I assume you intend to make them interact with the world. How will you do that? Figuring out what object of interest to the little humans are nearby that is. Thanks for showing interest
  5. GRASBOCK WindyOrange

    #1 Grass and Animated Sprites introduced

    Hello, this time i have worked on the ability to animate sprites, small but essential system changes, growing grass (to get a gist of the basic procedure i might use), developing a field of view algorithm for the entitys that are exploring the world Watch a short clip here: Video This took me longer then expected due to some bugs I encountered in the process. Next up I will probably have to carefully think on how I will not only proceed but also if my current setup is worth keeping, as retrieveing positions with my current build is quiet a hassle and will hurt performance once I start using field of view and pathfinding algorithms. I might have to give the world a fixed size (which i have some good solutions to make that aspect a feature). It would really help me what you guys think has to be changed with dwarf fortress in terms of gameplay, as it decides how the game is built. So I would appreciate it if you could tell me either via PM or here in the comments your opinion on the matter.
  6. GRASBOCK WindyOrange

    #0 Basic World Generation

    I haven't changed much because i am busy thinking up algortihms; so I will only post this into the comment/
  7. GRASBOCK WindyOrange

    #0 Basic World Generation

    This is my first Entry. I have coded myself a custom engine in C using OpenGL. I have just fixed a lot of bugs regarding the World Generation resulting in this very smooth and giganting noise World. The world is procedurally generated and can expand very far outside (depending on how much RAM you have). The Image attached shows the World that has been generated by exploration of 200 Entities in a few seconds. The World is made up of Chunks which are 16*16 Segments (or blocks might be more familiar to you). At the same time it has about 5 layers rendered ontop of each other giving the world the depth that it needs. It is of course laggy when zooming out at this scale.
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