Saturday, March 17, 2012

Game nearing playability

My game nears completion!
Recently I got chunk loading to be super fast(compared to what it was) which is a HUGE step toward playability.

Now on my list of things to do before it is playable:
- Fix a memory leak related to updating the chunks physics mesh info.
- Fix saving error.
- Minor error where mesh optimization code sometimes does not work properly.
- Decrease memory consumption for chunks (already have a few ideas which might make them use next to no memory)
- Ore spawning and caves
- Tweak surface terrain generation some more.
- Full HUD, Inventory, & Tool code.
- Chests and other storage unit's code.
- Tree Spawning.

Now for some pictures of my new Sky and Fog shaders after the break!

Saturday, March 10, 2012

Latest post ever!

So yeah I just really didn't feel like posting.
But i did get a lot done, soon I will be moving on to things like actually getting tool code in, so tools will be a thing soon and then I can fix the saving bug and the game will be semi-playable!

Here is a really long list of things i got done after the break!

Saturday, February 18, 2012

Sorry for the late post all none of my readers!
Accomplishments for this week:


- Upgraded the method for storing instances of key wrapper classes (shaders and FBO's) so that they may be automatically added to a list when created and have their data released on engine shutdown without me having to manually do it.
- Implemented shadow maps. Now I just need to get PCF filtering done for them.
- Moved cloud generation to a shader, instead of like 10 seconds to generate it now takes about 357 thousandths of a second(no joke).
- Tree's are almost done, I had leafs working but I am not happy with them so I will be adding code when the tree is generated that will generate a random twig and leaf texture to poke out of the branches. Prior to this the leafs were just bowls with a texture on them, which was quite ugly.
- Fiddled with terrain noise a bit and it is starting to look a lot more interesting.

Saturday, February 11, 2012

OK this time I DID forget to post! V_V

So here is the list of my accomplishments for this week. Screenshots after the break.


- Added a highly dynamic FBO wrapper to the engine
- Re-coded the HUD to allow enabling of post-process rendering of the HUD elements.
- HUD now looks much better with a holographic feel and scanlines that move over it's surface.
- HUD also will occasionally "glitch" and scramble it's appearence for a very briefe moment which adds to it's virtual feel.
- Working on Random tree generator code.
- Worked some on biome code.


Saturday, February 4, 2012

Almost forgot to update :c

Ok. so this week i played some games, which I haven't done for the past like 2 or 3 months.
In addition I also fixed all(i think) the memory leaks AND started rewriting my chunk rendering pipeline so that the amount of iterations over chunks is  (WORLD_SIZE^2)*4 rather than (World_SIZE^3)*4
So that should give me a nice boost of about 20 FPS. and it's at ~45 FPS now with a world size of 12 so that's probably going to bring average FPS on my laptop up to like ~60. Awesomeness! that means People will be able to run my game with a higher view distance, which is nice.

Next on my list:

  • Biome code(I call it zones but whatever.)
  • Finish my random tree generation code (just have to add branches and leafs)
  • Finish ore spawning code
  • Finish cave spawning code
  • Implement tools
  • Make code for interacting with physics items (picking things up and whatnot)

Saturday, January 28, 2012

Fixed some memory leaks...

So There were some memory leaks that decided to come out of hiding a few days ago, they corrupted the skysphere's vertex info and slowed down the engine and many other nasty things. So I spent all day today hunting them down, i found the largest leaks and plugged them up but there are still 2 that  elude me, both of which are always present even if i make the main function simply return immediately. so the leaks probably reside in a library that's being loaded. maybe i compiled Bullet wrong? IDK but they don't seem to affect the gameplay so i am forgetting about them for now, they are small anyways only a total of 2130 bytes.

Thursday, January 26, 2012

Fog and terrain generation changes

So I am working on rendering really distant terrain, and also i'm changing the terrain generation algorithms.

Here's some early pictures (after the break) of distant terrain!
Oh and PLEASE leave a comment, even if it's just something like "awesome!" or just "neat."