Tags » Voxels

It's Voxels Not Pixels: Still an Awesome Movie

Hi everyone!

So, last weekend I went with my family to watch the new movie, PIXELS!

And my bro in true brotherly fashion corrected me and said that the pixels were actually voxels….thought you might wanna know and we are moving on. 238 more words

Blog

HNNNG I AM GOING TO DIE FROM THIS FEATURE CREEP

Was my reaction when I conceived of and blocked in an economics simulator into my engine… I still can’t generate useful terrain but once I get around that hurdle and implement a city generator I’ll have a game with a sprawling dynamic economy as in real life where the AI and players can either make or break it (and fix it, no matter how severe a depression is ultimately temporary; mind the game could end up in a state of widespread famine where every NPC or the vast majority die from starvation, the player doesn’t need to eat except in hardcore mode because a lot of players, me included, find such things tedious and annoying). 757 more words

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Armored Core Needs a Reboot, Not a Sequel

As From Software’s focus shifts towards the PlayStation 4 hit Bloodborne and the continuation of their breakout Souls series, which could be seen as the company’s first major breakthrough hit in western games markets, one of the developer’s longer standing franchises… 1,063 more words

Features

Taking a break from simplex

so instead I worked on tweaking render performance, I wasn’t pushing acceptable framerates and the reason for why is of course that I was pushing almost 7,000 draw calls every frame. 223 more words

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rant about simplex noise, incompetence and stuff.

2111111111111111221111111 … 1111122111111

That’s the output of the simplex noise I’m using… what does this mean? How does it work? Don’t ask me, I’m just as baffled. 357 more words

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[insert witty title here]

Really more of a screenshot dump than a real post with a lot of text content.

That’s some fine programmer art right there, I got the noise function working (this being a 32^3 chunk of the world just ripped out and displayed on its own, the triangle count is ludicrous because I haven’t implemented greedy meshing yet (because I haven’t implemented texture atlas loading or shader parsing yet, both of which are required to do greedy meshing and more importantly texturing said meshes) 241 more words

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Chocolate is the new gravel

As usual I don’t really have anything to write about so therefore I should write random inchoerent things instead, but I don’t really have anything incoherent to write either so I’ll instead just post a code snippet from my project. 256 more words

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