Long time no posts. I haven't been keeping up with the projects I started. At first it seems fun and exciting, but I always run in to limitations in the setup, plus the grind of just making stuff without any real challenges... It ends up being something that I don't want to commit to. So right now I'm just messing around with some ideas and see what comes out. No commitment to a bigger project, just some time to try new things. This week I've been working on procedurally generated terrain. In the past, there were some big limitations on how I approached this, because the game world had to have the whole map, from the micro to the macro. I had to choose a scale somewhere between, which meant I couldn't have really large maps, or really small details. I think I've found a way around that. Below you can see two types of map data coexisting on top of each other. The wireframe is the collision data, used for physics and for clicking on the map, to move characters ar
It's the beginning of December, and I don't know how much work I'll get to do on the project this month. So I'm posting an update now, and another one maybe in January. I've been working with GLSL shaders to create the outdoor terrain. There's now a texture splatted ground plane, animated grass, animated trees and animated water. The textures are just placeholders for now, and all the models are temporary. Right at the moment, I'm just working on how the elements are going to be coded in the game, so later some better quality assets can just be dropped in to replace those being used for testing. Some of the shader code I used was inspired by examples found here .