This project is the start of my dream game. I am currently rewriting the whole renderer to get shaders to work. It is currently just a renderer demo
This project is the start of my dream game. I am currently rewriting the whole renderer to get shaders to work. It is currently just a renderer demo
I worked on the GPU renderer for my game
worked on chunk loading and rendering
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fixed screen scaling
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linked the rendering API so I can Issue sprite draw calls from the main loop
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Got a GPU based sprite batcher to work. currently it is only a debug window
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played around with the water shader
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added a water shader, I achieved this by stacking 20 sine waves in the fragment shader, this achieved a nice moving texture when I itterated over the sine waves using a time variable,
next I will try to create a new rendering API that can handle the old renderer and the new shaders
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made a shader that modulate alpha of a triangle, I will use this to modulate the brightness of water
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get shaders to work
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fixed a bug with biome blending where tiles arranged in the order:
#@
@#
where @ and # represent individual tile types
would create a weird visual artifact, I managed to fix this with a if statement
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devlog to account for the time I lost by having a incorrect folder name. in the time I worked on the incorrect project folder I worked on the tile and biome generation, I also optimised a bit
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added a beach biome by creating a new threshold and comparing it to the terrain heigh. This ccaused many rendering issues however I was able to resolve them
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I made a good base/starting point for my dream game. The biome blending has shown its challenges. I am proud of the auto tiling and the perlin noise procedural terrain generation.
added a game icon and debugged a bit. also I renamed the project to be different than the project I reused the code from.
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fixed biome blending (it wasn’t working because some tiles were rendered over the curved bits.) I had to rewrite the code to render the curved bits last
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tried debugging biome blending. I tried everything to get this to work added debug statements and rewrote some code multiple times however I was not able to find the issue so far
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worked on biome blending. I made 4 textures for each corner that the tile can be in. I put this texture inside the originall tileset and added some code to check which tiles are nieghbouring
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tried fixing biome transitions. In this attempt to get biome blending to work, I separated the darker bits from around the texture and the inside. I wanted to render the “mask” only near water, however, this approach is hard to get to work and is inefficient because of the ammount of needed textures
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added new tile types using libresprite (free version of asprite) and optimised rendering by not renderigng empty tiles like the ocean
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got auto-tilling to work. I used the 15 piece tileset as presented in this video: https://www.youtube.com/watch?v=jEWFSv3ivTg&t=77s. I implemented by adding an array to decide where to clip the texture based on the neighbouring tiles
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added a function to work out player spawn position to be on a piece of land in a deterministic way I did this by adding a random value to the X and Y position until the player was on a full tile
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worked on player movement and terrain generation. Also added a predictable random number function to get player spawn position. The function uses the seed that the terrain generation uses
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added even more biomes
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work on more biome generation (stacked multiple perlin noise textures to create values for variables like temperature and humidity. these are used to generate different biome types
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added multithreading (separe threads for chunk generation and everything else) and I added some new biome types
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worked on player movement
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🔥 cskartikey marked your project as well cooked! As a prize for your nicely cooked project, look out for a bonus prize in the mail :)
started working on biome generation
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worked on new cave type’s (spagetti and swiss cheese) made a unoptimised function for generating them. Need to do some multithreading
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debugged the chunk loading and unloading (moved the chunk code away from the rendering loop)
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added automatic chunk loading when player moves
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made a function that works out the first and last chunk’s coordinates that should be on the screen, I will use this to generate chunks that are on the screen
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got ofscreen chunks to unload, next step get ones on the screen to load
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added the perlin noise tiles to the SDL window
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visualised perlin noise output for testing
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get perlin noise output to work
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work on chunk generation using perlin noise
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initialise repo by repurposing some code from an old platformer
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