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Voran
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Woops, I almost forgot the most important part: 3D layers! Once I get the character moving around, we'll be moving and building a world in 3D.

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Look at that beautiful auto-tiling dirt! The game now picks the right sprite automatically based on the surrounding tiles, so all I have to do is place stuff. 16 iterations was a lot of sprites considering that I'm probably just going to throw them all away, but honestly it's worth it; it looks so much nicer now. Everything places very smoothly now too, since I've implemented a simple line-fill to make sure I don't miss anything in between frames.

I'm setting aside explorations on different auto-tiling options for now and just going with the simplest one. I'll come back to it later when I can think of a better way to auto-tile in 3D. If anyone knows any novel approaches to reducing the number of sprites I need to draw for tiles to connect, let me know! My plan for now is to use logically-offset tile textures for each combination of four corners, and then just choose which one goes on top when they overlap. Until then, the next task is putting a character back in the game again. This time I'm going for something a little more humanoid; we'll see if my art skills are up to the test.

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Got asked to make a quick demo of two soft-body circles colliding. Definitely room for improvement, but I got it working!

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Finally: Smooth, working collision that I understand as well as I understand my rendering code.
Not sure of the name of this algorithm, but how it works is by calculating the start/end times of a collision in each axis (in frames, capped at 0-1); if those times overlap, it's a collision.
Hopefully, I can expand/replace the collision system a lot easier in the future if I ever outgrow this one.

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Finally, I have enough stuff in place to give a better picture of what I'm making.

I don't have proper occlusion nor fade-out for when the foreground should be in front of an entity, but hopefully this gets across the basic idea of the game idea this engine was built for.

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First step towards making my 3d 2d platformer game: basic rendering looks done enough that I can probably do something else now if I want. Not sure whether I'll focus on physics next, or if I'll expand the renderer to handle connectivity.

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Probably won't be able to work on this more today, so it's time to consider this day 1 of &vireac. So far it's just parsing a copy/paste of its own assembly code from msvc into a bunch of colored circles, but all the different instructions are distinguishable, and I can scroll through them easily. Step 1 is complete.

Step 2 will be grouping them up based on the c++ code that produced them, and trying to make them visually distinct by shape rather than color.

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I finally have a renderer that generates the shapes I want for terrain in one of my game prototypes, completely algorithmically, entirely within the vertex shader! It turned out to only need about 16 lines of code, not counting comments/whitespace. Maybe it took longer than it should have, but at least I can say I thoroughly understand 3d math now.

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