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Mazer - a maze game using Castle Game Engine :)

EugeneLoza
2016-02-08
2016-03-24
  • EugeneLoza

    EugeneLoza - 2016-02-08

    I'm back :) Lately I've been working hard on improving the code and the tileset for the Mazer - a maze game using Castle Game Engine :)
    Now you'll know why does it take so long for librarians to fetch your book! A library tileset - now with placeholders. You have to navigate the maze and find the rose.
    Video:
    https://www.youtube.com/watch?v=PvqhzvSNByU
    (smaller map, higher FPS)
    https://www.youtube.com/watch?v=_B_LD6OP9U8
    (larger map, lower FPS)
    I'll post the last code version on GitHub asap.
    I've already implemented TSwitchNodes, but now I'll have to make them more efficient to provide for stable FPS (it's not hard, but will take some time).

     

    Last edit: EugeneLoza 2016-02-08
  • Michalis Kamburelis

    Woah, this is really great graphically! And a lot of progress since the last version --- a lot of variation in the level now. I'll post about it on Facebook/Google+ soon!:)

    Thanks!

     
  • EugeneLoza

    EugeneLoza - 2016-03-14

    One tiny step for mankind, but a giant leap for Mazer :)
    Overworld generation algorithm is up and working!!! Still not much to see, mostly Perlin noise by TTerrainNoise :) And far-land chunks still have no “fringe” to link them to normal chunks...
    And lot's of work to do to prove that data organization structure theoretically supports huge worlds at hopefully normal FPS. The presented area is approximately 1x1 km (100x100 m high-resolution area).
    Plus not very sure if it's the right overall idea, because I need semi-limited paths for my game.
    Rather strange result that world generation is slow. Maybe I should use simpler alrorithms? Because my goal is 10x10 km which might take up to 10 days to generate at present speed :D .
    Also added skybox from FPS_Game example :D
    https://youtu.be/OH3OyzEhpyg
    https://decoherencestudio.files.wordpress.com/2016/03/160313_overworld.png

     
    • Michalis Kamburelis

      Great news:) It seems you want to do what I once planned, but never got past the terrain demo in castle-engine/examples/terrain/ . I feel that the terrain generation and rendering is something that could be much improved in the engine.

      I wanted to generate the terrain, then to artifically flatten certain points and plant there "full" 3D objects like houses. Also, I wanted to plant trees and grass all around:)

      Some other ideas I had:

      As for the speed of generation --- this was never really written to be fast. Using Interpolation = niSpline can cause you quite some slowness. But in general, I never profiled the generation code or even thought about making it really fast, it's very possible that things can be done much faster without changing the result. My initial goal when writing this was to proove I can do something nicely-looking.

      So, patches and pull requests are very welcome:) I would advice profiling with Valgrind on Linux, it can often quickly pinpoint the exact calculation that needs to be optimized.

      Good luck!

       
  • EugeneLoza

    EugeneLoza - 2016-03-24

    After pondering the generation algorithm for some time I came up with a significant change in it, because I need distinctive paths and areas for my game, i.e. not just openworld. But I'm afraid I'll have to postpone this issue for later, because interface and battle mechanics is the most urgent task, so that I can release a kind of pre-alpha of the game and get some feedback.
    But I'll definitely be back in overworld generation, maybe, half a year or so. I also had some ideas on turbulent clouds generation, but this one will also come much later.
    P.S. I've had some problems editing the message so had to delete it and repost.

     

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