Poked at height maps some more, and covered everything in moss so I could see things better. Still needs a LOT of work. XD
Notices by Angle (angle@anticapitalist.party), page 11
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:39 JST Angle -
Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:38 JST Angle Like figuring out what all the random z-fighting is about. That really shouldn't be happening... :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:37 JST Angle Well, think I know where the X-fighting is coming from, now I just need to figure out how to fix it. In the meantime, I went ahead and allowed specifying coverage for a siide - and used that to implement some simple grass, and covered everything in that, instead of moss. looks a bit better, I think. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:36 JST Angle Yeah I found the source of the z-fighting - but, it means I gotta rewrite basically my whole mesh optimization algorithm. It was pretty lazy in the beginning, to be honest, but still. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:35 JST Angle On the other hand, it WAS pretty lazy in the beginning, and I might know a better way to do it? Hmmm. :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:34 JST Angle Okay, so I fixed the Z-fighting, and I didn't actually have to rewrite that much of the algorithm. I did make it messier though, and it was already pretty messy, so come cleanup is probably in order... :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:33 JST Angle Just gonna throw out there, this game is open source, and I'd be happy to explain how it works to anyone who is curious:
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:32 JST Angle Fixed an issue with the z-direction for the value noise I was using for world gen, allowed for unlimited heightmap generation, and added chunk border display to the debug screen. Now I have to decide what I want to do next for worldgen... :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:31 JST Angle Right turns out my value noise implementation was actually pretty borked. Fixed that up, it looks a lot better now I think. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:30 JST Angle Well, I'm working on perlin noise now. Few issues, I'll be honest... XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:29 JST Angle Fixed it up some, but the resulting values from said perlin noise go negaitve sometimes, which isn't what I want. Brute force fix works okay though I guess? :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:28 JST Angle Alright, I think I have a much better understanding of perlin noise now, and I cleaned up my perlin and value noise functions a bunch. Still doesn;t quite work the way I want it too - the peaks aren's as high as they should be, specifically, and it's really messy. I'm gonna read up on simplex noise next, and try and implement that, I think.
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:27 JST Angle I'm trying simplex noise now. I think I mostly understand it, at least so far, though this paper is mentioning hypercubes a lot more than I was expecting it to. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:26 JST Angle Got it working! But my frequency is waaaaaay too high. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:25 JST Angle Thaaaat's better. Probably want to turn that down more, but it's at least in a somewhat reasonable range. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:24 JST Angle Now, what next? Do I keep messing with terrain? Maybe try for continents, via voronoi, or erosion of some sort, or both? Or do I move on to lighting or collision or something for now? :/
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:23 JST Angle Working on redoing the way i track some low level information for moving through the world. Still a little buggy, but making progress! XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:22 JST Angle Okay there we go. all fixed. XD
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:21 JST Angle Now for the skybox! Very boring atm, but a start. I can fancy up the shader for it later.
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Angle (angle@anticapitalist.party)'s status on Friday, 13-Jan-2023 07:29:20 JST Angle Right now I'm thinking about how much data I want to dedicate to lighting. I kinda want my lighting to range from total darkness to blindingly bright. If I do that with just 4 bits per lighting value, it means I need to stretch the 16 possible values over like, twice as much total distance.