Tuesday 15 November 2016

Game Project - 001

I've been programming a new game lately, and it is yet in a very early stage. It is mainly about surviving in a hostile world, but i'm still designing it. It will be also played with a top-down view, and you will control a player. I'm planning to make temperature, food and water the most important aspects of the game.

The problem is that i'm being slowed down by the need of textures. I'm hoping that some of my friends can help me making them :P

Here is a pic of what I've already done:

As you can see I already have "smooth" transitions between different types of terrain
I still need to improve the transition textures.

I will be keeping you updated with what i do in terms of progress. Currently, I'm trying to implement "entities", for example, trees, players and animals.

Friday 9 September 2016

Game Engine - 09/09/16

Finally the shadow artifacts are gone and now I'm going to create LOD terrain and water.

I expect to make something like this:




Thursday 8 September 2016

Game Engine - 08/09/16

I just finished deferred rendering and basic shadow mapping. Next I'm going to create skyboxes.

Here are some pics of the progress:


Shadow Mapping, 25 animated meshes (skeletal animation) and one directional light.
As you can see there are still some artifacts in the shadows


No Shadow Mapping, 25 animated meshes (skeletal animation) + 25 points lights
(Deferred rendering)


Just to let you know I have a public trello board where I update my progress frequently

Wednesday 7 September 2016

Game Engine - 07/09/16

So since the last time I posted the messages about Planet Rendering, I have been developing my game engine.

The 3D Graphics part is almost done, after i finish it i plan doing more advanced GUIs and then physics.

The engine framework is based on events and messages. There are multiple systems, for example, the Graphics, UI, GUI, Console (To debug), Physics, Network and Game Logic.

All of them communicate with each other by messages. For example, UI detects that the user pressed ESC, so it posts a message in the message bus saying that ESC was pressed. Then, the GUI system receives the message and knows that ESC means pause the game. So it opens the pause menu. It then sends a message to physics saying to stop everything.

Here is a diagram:
Resultado de imagem para game engine messaging

I will post some pics in the next post.

Friday 29 July 2016

Procedural Planets - 29/07/16 - Part 2

I've implemented some terrain generation and spherified the quadtree.
I'm now adding frustum culling and trying to do all the LODing in a thread.
Here are some pics:



Procedural Planets - 29/07/16

I've finally finished the basic LOD terrain, i'm testing the quadtree in a plane first, and now i will
make 6 quadtrees, one for each face of a cube, and then spherify it (i'm using Chunked LOD).
To spherify the cube i will need to normalize each vertex and multiply it by the radius plus the height
of the vertex.
Here are some pics of the plane:






























That's it, i will post a new message as soon as i add new content.

Friday 22 July 2016

Procedural Planets - 22/07/16

Hi, i'm trying to make procedural planets in OpenGL (C++) for some time and here i will post any progress i make. I'm going to use it in my game project (Proceduralis) where almost everything is made with procedural generation. It will feature complete solar systems in a galaxy with billions of stars.

I'm trying to achieve something like this:



I will keep you updated as i develop the planet generation.