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  The Architect (Voxel Engine)  (Read 6623 times)
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Online Herjan
« Reply #30 - Posted 2013-08-03 23:44:53 »

Also your power, which is the identifier which says you which armor and weapons you can equip. The power level rises inverse exponentially too. So at about power 80, you won't get power that much anymore (only like every 10 levels...) and you need to be level 1000+ to have power 99 and level 4.000.000.000+ to have power 100 ( -.- ).
Thats a lie! Cheesy I cheated level 113923 ( I gave myself 100000000 XP or so, thats not all I gave myself ^^ However), and I had power 100 Grin Grin

Offline HeroesGraveDev

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« Reply #31 - Posted 2013-08-04 03:42:14 »

Ambient Occlusion! Yay!



Note that it isn't SSAO. It's fake AO. Useful Article Here

I also uncommented the fog part of the shader and coloured the sky

More screenshots:



I have a lot of work to do on landscape generation.

Offline zngga
« Reply #32 - Posted 2013-08-04 06:42:23 »


I have a lot of work to do on landscape generation.

No, just make sure it always generates two... Cool

My code never has bugs... it just develops unexpected features!
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Online Mac70
« Reply #33 - Posted 2013-08-04 12:50:24 »

I recommend you using two or more noises: first noise for overall height of terrain (example below, I disabled another noises):



Second, biome-dependent noise (I disabled first noise):



Added together, this noises can create really good and natural looking terrain:



This method have one drawback - generation is rather slow, so you must put it in another thread. (generating terrain like on third screen, 33X33 16X256X16 chunks is taking about 10-15 seconds).

Check out my Devblog! Smiley
Offline Orangy Tang

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Monkey for a head


« Reply #34 - Posted 2013-08-04 13:49:17 »

I recommend you using two or more noises: first noise for overall height of terrain (example below, I disabled another noises):

If you're going for minecraft-style terrain, then a lot of it's variety comes from using 3d noise and applying a threshold based on height, rather than using 2d noise as a heightfield.

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Offline HeroesGraveDev

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« Reply #35 - Posted 2013-08-04 21:59:05 »

Chunk loading is done in a different thread already.

As for generation so far.

For each biome I have an octave of simplex noise with a different height, scale, offset etc.
I put them all together, then take te tallest for that x,z coordinate, and generate that column with the biome data.

I'm also experimenting with different operations with the noise (biomes within biomes, multiplication of octaves, addition etc.)

Offline HeroesGraveDev

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« Reply #36 - Posted 2013-08-11 04:15:58 »





Water! (Not dynamic. Just fixed tiles at a fixed height)

Swimming is working too.

A "little more work" on World generation and then I'll begin on player models.

Online opiop65

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JumpButton Studios


« Reply #37 - Posted 2013-08-11 04:17:44 »

Looking real nice! I love the basic textures you're using and the lighting looks amazing.

Offline HeroesGraveDev

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« Reply #38 - Posted 2013-08-11 04:25:37 »

Looking real nice! I love the basic textures you're using and the lighting looks amazing.

Very, very, very basic textures.

Some might say there aren't any textures at all. Wink

Offline DQQAYME

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« Reply #39 - Posted 2013-08-11 09:31:56 »

It will be not so simple add texture to Merged Vertex model unknown size.
Its possible but hard Wink
I think I know how, but I am not sure don’t have time to test Sad
(sorry that don’t sharing its may be stupid not working idea)

Nice project, good progress so far =)

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Offline HeroesGraveDev

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« Reply #40 - Posted 2013-08-11 10:51:00 »

It will be not so simple add texture to Merged Vertex model unknown size.
Its possible but hard Wink
I think I know how, but I am not sure don’t have time to test Sad
(sorry that don’t sharing its may be stupid not working idea)

Nice project, good progress so far =)


You can use repeating textures (GL_REPEAT), which would be quite easy.

Offline HeroesGraveDev

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« Reply #41 - Posted 2014-01-17 21:59:39 »




The other day, I was bored, and I decided to do a little bit of work on this again.

So I added in biome/chunk decorators.
How they work is when the 8 surrounding chunks have been loaded, it goes through a second stage of generation which does things like trees, to make sure that anything generated on the border doesn't get cut off.


And, to finish off, I ramped up the jump power, and took a screenshot a world:

Offline lolzballs

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« Reply #42 - Posted 2014-03-07 22:43:18 »

Just wondering how you did collision?
Offline HeroesGraveDev

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« Reply #43 - Posted 2014-03-07 22:59:43 »

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   public void check(float x, float y, float z)
   {
      if(isValid(x, pos.y, pos.z))
      {
         pos.x = x;
      }
      else
      {
         vel.x = 0;
      }
     
      if(isValid(pos.x, pos.y, z))
      {
         pos.z = z;
      }
      else
      {
         vel.z = 0;
      }
     
      if(isValid(pos.x, y, pos.z))
      {
         pos.y = y;
      }
      else
      {
         vel.y = 0;
      }
   }

   public boolean isValid(float x, float y, float z)
   {
      for(int i = MathUtils.floor(x - size.x); i <= MathUtils.floor(x + size.x); i++)
      {
         for(int j = MathUtils.floor(y - size.y); j <= MathUtils.floor(y + size.y); j++)
         {
            for(int k = MathUtils.floor(z - size.z); k <= MathUtils.floor(z + size.z); k++)
            {
               if(WorldHelper.isSolid(i, j, k))
                  return false;
            }
         }
      }
     
      return true;
   }

Offline saucymeatman
« Reply #44 - Posted 2014-03-07 23:10:18 »

This looks really cool!
Is this still not your main project?

I couldnt understand the code you posted for collision, I feel like WorldHelper.isSolid must be a key thing in collision detection. Im really interested in seeing how it works, I was actually going to ask the same question.
Offline HeroesGraveDev

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« Reply #45 - Posted 2014-03-07 23:14:06 »

Gets the tile at (i,j,k) and checks if it is not null, and marked as solid.

No, not my main project. Every now and then I do a little bit of work on it, but I'm working on something else, which (without trying to build hype) I'm probably going to post within the next week or so.

Online Drenius
« Reply #46 - Posted 2014-03-07 23:27:34 »

What happened to your hexagon project?
However, good job! Any kind of download?
Offline HeroesGraveDev

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« Reply #47 - Posted 2014-03-07 23:52:47 »

What happened to your hexagon project?
However, good job! Any kind of download?

The math required to do hexagons properly was well above me at the time, and probably still is. I was also using extremely inefficient algorithms for chunk loading and mesh generation.
In general, it was more of an experiment than a real project.

Anyway.

Here's a download of this in its current state.

I forgot to re-enable fog, but you can get the general idea of what everything looks like.
The shading needs to be fixed (trees look a bit weird), but I'm not working on that right now.

WASD+Space to move around. Left-shift fires you up in the air (normally used for debugging).

Online Drenius
« Reply #48 - Posted 2014-03-08 00:15:45 »

Looks quite good so far.
Would be nice to see a game made with this in the future!
(If you find a way to increase FPS...)
Offline HeroesGraveDev

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« Reply #49 - Posted 2014-03-08 00:17:00 »

Is it lagging for you?

View distance is 32x32 chunks (centred on player), and I've managed to get up to 48x48 before I get framerate drop on my machine, which is an average laptop.

Online Drenius
« Reply #50 - Posted 2014-03-08 00:31:28 »

It varies between 10 and 50 FPS, but normally about 10 when moving constantly forward.
Offline SwordsMiner

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« Reply #51 - Posted 2014-03-08 00:32:28 »

Youve made me jealous.  Grin Does this use an engine or is it pure lwjgl

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Offline Agro
« Reply #52 - Posted 2014-03-08 00:35:02 »

pure lwjgl

Offline HeroesGraveDev

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« Reply #53 - Posted 2014-03-08 00:48:57 »

It varies between 10 and 50 FPS, but normally about 10 when moving constantly forward.

Next time I work on this I'll make the chunk view distance configurable.

Yes, it is just LWJGL, although it uses my personal libraries, so it's technically not 'pure LWJGL'

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