Building games, apps and just fun stuff
My own tile rendering engine from OSM data working! Pictured is my server accepting my authentication, and dynamically rendering a map from a local postGIS server.
Now to dynamically load these into Unity and use as voxel data.
^_^
Two editing interfaces. One is a modified version of PicaVoxel’s default in-editor UI. The second is the start of the in-game version. Wrote in a bunch of optimizations to the pica voxel core to reduce CPU usage and make the framerate faster when editing.
Worked on multiple materials for a given voxel chunk. So I now have transparent animated materials (like the water, slime and lava) mixed with the standard tiled
Had a fun idea of a way to use my voxel engine and sprites together. Mocked it up in a day. Its really fun already! Angry birds meets peggle, meets breakout? Using a my heavily modified version of PicaVoxel in Unity and the glorious Oryx sprite pack i got a while back.
Still working. What happens when you take a rogue-like dungeon generator, and make each dungeon stack to build a cube, and that cube becomes an asteroid in a space game.
You get this.
Two styles of grass and I programmed in wind to them using some spring modelling!
In my head I have been saying “the levels have hard surfaces, now lets build something soft”. - I think foliage works well.
I built in two styles, a “cross” type style used by minecraft (1), although mine have random rotations, and a plane based (2) that mostly faces the camera - unsure which looks best.
Added some order to randomness. I created a editor-based mini-map editor of sorts that lets you define, in editor, some map layouts for certain rooms. You can see the progression of the editor to a final map (custom rooms *wall3* is highlighted in white.
The main tricks left are to figure out how to downsample it as most rooms are smaller than the template. Using nearest neighbour at the moment.