Procedural block world project
well, the hand will be changed to a model at some point i guess, almost everything in the game is some kind of placeholderagamemnus wrote:Nice. I'm not really down with the huge blocky hand or huge pick, though. Why not instead have a 3D pick appear on the blocks (not in your hand) when you are actually mining?
i dont have an artist on this project, and ive been trying to find one...
as for the wooden pickaxe, it's only there because its the selected item in the quickbar
i could hold anything and nothing (in which case there would only be a hand)
worked on water today... its starting to get a little better
The hand and pickaxe are just very distracting...
Last edited by agamemnus on May 04, 2011 7:25, edited 1 time in total.
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the player model is now optional in the config, but probably not live yet
NOTICE:
I'm seeking a procedural world programmer that likes to work 6 hours a day writing impossibly hard code :)
i thought out a long winded requirement section, but ive forgotten about it now
so lets just say that the project is forever, you work till you die
or i die
the aim is for the pipeline to take less than 0.0167 seconds
so that's what we are aiming at... but it will take some very heavy optimizations and clever hacks to do so
if you dont like writing optimized code then i dont think this will work out for you :)
on the bright side, as the world generator guy you get to form the world
noone tells you what it looks like, other than when i add some new funcitonality, like recently light emissive blocks which can be seen here:
http://fbcraft.fwsnet.net/emission.png
you'll also be procedurally generating dungeons, towns, and all the objects in the game
its a fairly simple process, but the noise pipeline must be carefully constructed, and at the same time you have to give some information on the contents of the sector back to the engine
its this combination that makes things abit harder
generally, one should just be able to run several noise functions against the structure, but i dont think it will be that simple
youll have to master simplex noise, value noise, 3d worleys, voronoi diagrams, poisson-disc-scattering
and so on
in the end it relies on your imagination, your skills and how much time you set aside for it
the current worldgen guy is a genius, but a very busy one, sadly
so im willing to give someone else a chance to participate in the project
NOTICE:
I'm seeking a procedural world programmer that likes to work 6 hours a day writing impossibly hard code :)
i thought out a long winded requirement section, but ive forgotten about it now
so lets just say that the project is forever, you work till you die
or i die
the aim is for the pipeline to take less than 0.0167 seconds
so that's what we are aiming at... but it will take some very heavy optimizations and clever hacks to do so
if you dont like writing optimized code then i dont think this will work out for you :)
on the bright side, as the world generator guy you get to form the world
noone tells you what it looks like, other than when i add some new funcitonality, like recently light emissive blocks which can be seen here:
http://fbcraft.fwsnet.net/emission.png
you'll also be procedurally generating dungeons, towns, and all the objects in the game
its a fairly simple process, but the noise pipeline must be carefully constructed, and at the same time you have to give some information on the contents of the sector back to the engine
its this combination that makes things abit harder
generally, one should just be able to run several noise functions against the structure, but i dont think it will be that simple
youll have to master simplex noise, value noise, 3d worleys, voronoi diagrams, poisson-disc-scattering
and so on
in the end it relies on your imagination, your skills and how much time you set aside for it
the current worldgen guy is a genius, but a very busy one, sadly
so im willing to give someone else a chance to participate in the project
going to be more videos from now on
heres an internal one that cant be found on youtube
http://www.youtube.com/watch?v=XFwdubaLd4s
http://fbcraft.fwsnet.net/0605-1.png
heres an internal one that cant be found on youtube
http://www.youtube.com/watch?v=XFwdubaLd4s
http://fbcraft.fwsnet.net/0605-1.png
Last edited by Gonzo on Oct 09, 2011 23:52, edited 1 time in total.
i guess it should really be time for more videos... but bah
i found a pretty ingenius way to do lighting, at more or less the same cost
i'ts the closest i've come to crying after writing code. funny.
it's abit hard to balance it now, but....
i think the screenshots would speak for themselves
agamemnus: there will be a 3rd person possibility at some point.. but not anytime soon :)
i found a pretty ingenius way to do lighting, at more or less the same cost
i'ts the closest i've come to crying after writing code. funny.
it's abit hard to balance it now, but....
i think the screenshots would speak for themselves
agamemnus: there will be a 3rd person possibility at some point.. but not anytime soon :)