I dont know why but I couldn't stop having -Z be forward so in the end I had to flip the Z axis for any translation and I probably fucked something up somewhere but I couldn't figure it out and i ran out of patience 🙃
Ok I guess I was assuming XNA and DirectX used the same handedness but apparently XNA is right handed even though DirectX is left handed and I'd like to take this opportunity to ask *what the fuck*
So if I want +Z to be forward I have to flip the axis in the renderer? That's obnoxious. But better than -Z being forward in world space since that would confuse the shit out of players
i feel like i could soften the terrain significantly through no more than normals along the edges of blocks so i made this mockup in photoshop and i think this could actually work?
if i kind of artfully place the camera to cut out the cornflower blue void surrounding this tiny chunk of terrain on all sides its almost starting to look like a real game 😁
trying to add a faux edge bevel through normals and actual lighting equations is proving extremely challenging and i'm starting to give serious thought to manually baking the lighting into the textures
I dunno I'm just not feeling the actual lighting model. Its not like minecraft exactly has realistic lighting anyway: blocks are lit from two opposite sides!
But the problem with baked lighting is if you have non symmetrical blocks you have to make 4 versions of each face to get all the lighting. Not that that's super onerous
Also if I made something like a lectern that would be a lot of work to do manually for each orientation
On the other hand when I made isometric games I'd have to make two of everything to get the lighting right and I didn't mind that so much so maybe I'm overthinking it
ok i figured out a reasonable way to fudge the normals so i won't have to manually bake lighting. basically what i do is set the normals of the edges so that they point towards where the adjacent faces are pointing (90 degree bend) and then i lerp from the face's lighting factor to the neighbor's lighting factor
that gives me the result on the left. i tried just having regular, actual normals, but it creates artifacts like on the right (its accurate that it shades it like that but it looks bad)
took all day but i've optimized the vertex format for blocks *and* implemented auto-bevelled terrain. shown without textures to make the bevelling clearer
doing a side by side with my style guide i think i'm getting there. i'll probably wanna do some fancier color grading on the lighting though, and i want outlines, but the soft rounded feel of the terrain is definitely there now even though its still all cubes
i've brought back the grass, which is actually an obj model
see i made an engine before and appropriated it for this project. it could load obj models (with normal maps) so at first the blocks in my world were actually loaded from obj models
that's why i had to redo a buncha stuff to add the bevelling, since i had to generate the faces myself
I should probably start linking up chunks before I do much else so I don't wind up having to deal with a ton of "this block's neighbor is in another chunk" situations later
had a silly idea for block outlines using the bevel system. i take the dot product of the vector from the camera to the world position with the normal to determine if the bevel normal is pointing away from the camera, then add an outline based on that. there's some outlines where they don't belong but i can get easily rid of those
Not to pat myself on the back too hard but it's really nice how good this is turning out, like, aesthetically. It's not exactly trivial to make graphics look good when you only have a single 16x16 texture >_>
debating what i wanna do with grass in my engine. atm i have a block shader, and a model shader. i feel like i could efficiently implement shell textured grass by making a shell texturing shader, but i also don't want to balloon the number of different shaders i need to render all my terrain 🤔
i could just use the model shader, but it becomes a pain in the ass to implement shell textured terrain then
i could try and combine it with the block shader but they both do really different things
i'm overthinking the grass thing so i've made the textures required to make the shells for a 16-tile transition and i'll just generate the model for each of those 16 and implement them in the engine and move on so i don't wind up blocked by choice paralysis
At the moment the wild grass is actually a block on top of the dirt (like carpets in minecraft) but I'm thinking maybe I should change it so that the grass is part of the dirt block that sticks out above it as it were. That way things can occupy the same block as the grass without deleting it, like shrubs, flowers, or other non-opaque blocks
chunks connect properly now! with bonus shot of the sprawling cave systems beneath the surface
i made a staged chunk generation system where chunks can request their neighbors be generated but only up to a certain stage, which keeps the generation from going infinitely in all directions, because the requested stage must always be lower than the chunk's current stage of generation
you can see through the sides of chunks now because the chunks (correctly!) note that their underground sides faces are obscured. it's just that they're obscured by chunks you can't see because they haven't fully been generated yet
can i just say its interesting what happens to a block game aesthetic when you're not afraid of following oldschool pixel art techniques like minecraft seems to be
i added a way to toggle the bevel effect on and off and i can't stop flying around toggling it on and off and marveling at how much of a difference it makes
decided to compare the effects of block game's 3x3 neighbor lighting, where direct neighbors get a -1 lighting, diagonals get -sqrt(2), and corners get -2, with minecrafts simpler -1 for direct neighbors lighting
in minecraft's you can see banding whereas there's not much in block game's model. but also block game's propagates further in caves despite having the same radius, because in mc's model most of the brightest light along cardinals is lost
i was curious why i didn't feel like i needed to add smooth lighting to block game and it turns out doing the diagonals smooths it out enough it's not really noticeable (i may still add it later down the road)
if i set the layers to exclusion you can see the difference. darker is more equal and brighter is less equal. there's dark parts along the cardinals from the light source, and near the player at the edge of the light radius, but in between (along the diagonals) they differ greatly
People keep asking me where I intend to take block game, gameplay wise, and the very short answer is: minecrafty (highly item centric) sandbox rpg with a living world, like ultima or elder scrolls meets minecraft
replaced the 100% faked day night cycle with a proper one. it's still a little barebones because it only changes the clear color but it's a lot better than a sine wave
omg i'm an idiot. i had a separate list of sky colors and sun strength scalars for the terrain to do the day night cycle
then i realized i could just convert the colors to HSL, and set the sun strength scalar based on the min, current, and max brightness of the sky colors
so basically block game has faux global illumination now. i realized minecraft style lighting is kinda like bounce lighting, so i figured if i added shadow mapped direct lighting it'd look sorta like GI and i think it turned out real good!
you can see that both methods separately lack something, but when combined the scene feels pretty grounded 😁
i probably won't add a similar system for sunlight because what i'll probably do is just add shadow mapping for the sun at some point. that way sun shadows can move throughout the day
then i'll have a full direct lighting + shadows + bounce light solution for block game :3
And I don't even mean to imply this imposes a modern technical requirement. Amazing things can be done with lighting that's designed-in or painted-on by whoever (or whatever process) builds the world. However it's done, it makes such a difference to the feel.
just to be clear: this lighting doesn't use any realtime raytracing technology or gpu compute buffers or anything like that. in fact it doesn't use the gpu *at all*
you could have this lighting while running the game on a literal potato. i could run this on my 2012 laptop (that's my acceptable performance target)
changed direct lighting in block game so it can be progressively performed over multiple frames, which means i can allot a fixed time budget per frame for it
shown here artificially slowed down and with indirect light hidden to show the process more clearly
i still have some small optimizations to do to direct lighting and small bugs to fix (literal corner cases agghhh!! 😫) and i'll probably tweak the lighting colors and skybox a bit here and there but i'm considering the lighting system done now and i'm excited to move on to adding more *stuff* to the game
someone asked what the caves look like with the different light layers so in this post and a couple replies imma post screenshots from the same cave earlier with direct + indirect, direct only, and indirect only light
had a rough time with partially transparent blocks (leaves) in block game but i got there in the end. while i was dealing with the lighting system (again 😩) i also optimized the direct lighting setup from like 20ms to 2ms so that's nice
really hope to god im properly done with the lighting system this time, so i can move on to making trees
hmm the side shells are fine when they visually detach from the blocks but the top/bottom ones aren't. bringing them closer in would help but make the leaves less fluffy (doubling the distance from the block of the outer shells is what really helped the fluff)
and i don't really wanna add another in-between shell. maybe i can make the top/bottom shell pointy like a pyramid? should be able to do that with 4 triangles, right? 🤔
a quick polish up of the textures (i made the shell geometry 1.5x as large without increasing the texture size, but i have now) i think this is definitively the winner
it's fluffy up close and actually much fluffier from far away, and the outline is still there but not overbearing
still taking it easy since i'm recovering from a week of huge migraines. i've come up with one design pillar for block game: all structures generated must tell a story. since there's no plot or dialogue, this will have to be done through environmental storytelling
why yes, i have been watching a certain majuular video recently, why do you ask?
optimized chunk generation and graphics rebuilding, and added basic visibility culling to skip drawing chunks behind the camera
even though all the code is still synchronous the terrain generation now keeps up with the camera even at a visible chunk radius of 16, and i get 60-90 fps with a radius of 12 even on my weak pc when not generating chunks (30-40 otherwise)
and this is what a visible chunk radius of 12 looks like:
did the important work of switching index buffers over from 16 bit indices to 32 bit indices in the unlikely but potentially possible case of a vertex buffer having more than 65k vertices in it
this change is invisible so have a screenshot of a cool hole
@cwebber throwing my pretty-unqualified opinion in here: voxelush is my fav because it kinda sounds like voxel-ish and (looking at the plant) it's not purely voxel-based so it's voxel-ish but also lush and... meow
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •ok one more before i head to bed just to show that it can do more interesting things than just large rectangles made up of smaller cubes
#GameDev #IndieDev #IndieGame
Eniko Fox
in reply to Eniko Fox • • •CatSalad🐈🥗 (D.Burch)
in reply to Eniko Fox • • •Eniko Fox
in reply to CatSalad🐈🥗 (D.Burch) • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •so @Farbs said something about beveling the edges in my block game and that got me thinking and looking at some old 2D terrain art i did
i'm thinking i may stray from minecraft's aesthetics a bit and use this as a sort of style guide
#GameDev #IndieDev #PixelArt
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Eniko Fox
in reply to Eniko Fox • • •okay so this may seem a little unorthodox but bear with me here
what if
shell texturing in block game
CatSalad🐈🥗 (D.Burch)
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •quick generating caves test
#GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •after endless futzing about and tweaking i think i have something that may just be workable for this faux bevel effect i want
(note that there's a "bevel" between adjacent blocks cause i haven't made the effect dependent on the block's neighbors yet)
Eniko Fox
in reply to Eniko Fox • • •I dunno I'm just not feeling the actual lighting model. Its not like minecraft exactly has realistic lighting anyway: blocks are lit from two opposite sides!
But the problem with baked lighting is if you have non symmetrical blocks you have to make 4 versions of each face to get all the lighting. Not that that's super onerous
Also if I made something like a lectern that would be a lot of work to do manually for each orientation
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •ok i figured out a reasonable way to fudge the normals so i won't have to manually bake lighting. basically what i do is set the normals of the edges so that they point towards where the adjacent faces are pointing (90 degree bend) and then i lerp from the face's lighting factor to the neighbor's lighting factor
that gives me the result on the left. i tried just having regular, actual normals, but it creates artifacts like on the right (its accurate that it shades it like that but it looks bad)
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •here's a gif of the textured terrain toggling the faux bevel effect on and off to really show how it softens the terrain. i'm really pleased with this
#GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •i've brought back the grass, which is actually an obj model
see i made an engine before and appropriated it for this project. it could load obj models (with normal maps) so at first the blocks in my world were actually loaded from obj models
that's why i had to redo a buncha stuff to add the bevelling, since i had to generate the faces myself
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •had a silly idea for block outlines using the bevel system. i take the dot product of the vector from the camera to the world position with the normal to determine if the bevel normal is pointing away from the camera, then add an outline based on that. there's some outlines where they don't belong but i can get easily rid of those
... i don't hate it? 🤔
Eniko Fox
in reply to Eniko Fox • • •yeah i'm happy with these terrain outlines for now
#GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •another few shots of the new outline tech
#GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •lol the outlining has more than doubled the code in my fragment shader
texturing, lighting, and bevelling: 12 lines of code
just doing outlines: 19 lines of code
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •On the other hand I guess it would be fair to say these graphics are looking a little...... muddy
Eh? Eh? Eh? 😁
Eniko Fox
in reply to Eniko Fox • • •i'm commander shepherd and this is my favorite spot on the citadel
(seriously i cannot get enough of looking at this particular subsection of a screenshot i took of the outlines in my voxel engine)
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Cassandrich
in reply to Eniko Fox • • •Eniko Fox
in reply to Cassandrich • • •Eniko Fox
in reply to Eniko Fox • • •captured a little fly through video for y'all. i can seriously just fly around this one chunk for 10-15 mins at a time enjoying the aesthetics 😁
#GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •debating what i wanna do with grass in my engine. atm i have a block shader, and a model shader. i feel like i could efficiently implement shell textured grass by making a shell texturing shader, but i also don't want to balloon the number of different shaders i need to render all my terrain 🤔
i could just use the model shader, but it becomes a pain in the ass to implement shell textured terrain then
i could try and combine it with the block shader but they both do really different things
Eniko Fox
in reply to Eniko Fox • • •hmm if i want to add bits to the shell texturing so it doesn't look bad viewed side-on i kinda have to go the model route
though i figured out i can get away with only 6 variations to get all the edge transitions 🤔 that could be doable if a bit annoying
Eniko Fox
in reply to Eniko Fox • • •i'm overthinking the grass thing so i've made the textures required to make the shells for a 16-tile transition and i'll just generate the model for each of those 16 and implement them in the engine and move on so i don't wind up blocked by choice paralysis
if i want i can always just change it later
Eniko Fox
in reply to Eniko Fox • • •hell yeah, grassy voxels
#GameDev #IndieDev #PixelArt #ProcGen
Eniko Fox
in reply to Eniko Fox • • •here it is compared to my style guide image. how did i do, chat?
i probably wanna pull the grass away from the edge a bit more because it obscures the outlines, but i'm pretty happy with this overall
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •here's another close up i really enjoyed of the terrain in my block game
#GameDev #IndieDev #PixelArt #ProcGen
Eniko Fox
in reply to Eniko Fox • • •i've got columns of chunks working, but they're not really connected at the moment so i gotta fix that next
#GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •chunks connect properly now! with bonus shot of the sprawling cave systems beneath the surface
i made a staged chunk generation system where chunks can request their neighbors be generated but only up to a certain stage, which keeps the generation from going infinitely in all directions, because the requested stage must always be lower than the chunk's current stage of generation
#GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •who's got two thumbs and infinitely spawning terrain? this girl 👈👈
#GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •holy shit this is already spawning some sick caves, look at the awesome ravine i found at the end of this clip!
#GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •babe wake up, new block type just dropped
#GameDev #IndieDev #ProcGen #PixelArt
Foxis The Cookie Dragon likes this.
Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •i added a way to toggle the bevel effect on and off and i can't stop flying around toggling it on and off and marveling at how much of a difference it makes
#GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •found another cool ravine, chat
#GameDev #IndieDev #ProcGen
Piggo
in reply to Eniko Fox • • •Piggo
in reply to Piggo • • •Eniko Fox
in reply to Piggo • • •Eniko Fox
in reply to Eniko Fox • • •i can finally hop around this world and IT'S SO GOOD 😭
#EniBlockGame #GameDev #IndieDev #ProcGen
Andrew
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •i uh, may or may not have spent several hours today just exploring and jumping around caves in my block game
anyway look at this cool cave i found!
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •i added placing and removing blocks, so i did what one does in such a situation and built a stone starter house
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
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CatSalad🐈🥗 (D.Burch)
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •It is pitch black. You are likely to be eaten by a grue
(grass temporarily removed for convenience while working on lighting)
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •ok, got some basic lighting going on, now to refine it
(surface flattened temporarily for convenience)
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •i mean, this *is* a bit better than standard minecraft, but... idk. i don't think it's enough better?
may have to try an entirely different approach and fall back to this if i can't work anything out
bonus cave shot with lighting
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •me: grass is back
my followers: what?
me: *loading a pistol and jumping back into block game* grass is back
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Cassandrich
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •hey fedi i went back to the cool ravine and got a screenshot for you with lighting
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •ladies, gents, and all those with genders bent
i have created: The Sun
#EniBlockGame #GameDev #IndieDev #ProcGen
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Eniko Fox
in reply to Eniko Fox • • •i still have to separate the sunlight and regular light into two separate layers but once i do that i can add stuff like a day night cycle
tbh kind of extremely done with working on the lighting system at this point :'D
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •decided to compare the effects of block game's 3x3 neighbor lighting, where direct neighbors get a -1 lighting, diagonals get -sqrt(2), and corners get -2, with minecrafts simpler -1 for direct neighbors lighting
in minecraft's you can see banding whereas there's not much in block game's model. but also block game's propagates further in caves despite having the same radius, because in mc's model most of the brightest light along cardinals is lost
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •i was curious why i didn't feel like i needed to add smooth lighting to block game and it turns out doing the diagonals smooths it out enough it's not really noticeable (i may still add it later down the road)
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •if i set the layers to exclusion you can see the difference. darker is more equal and brighter is less equal. there's dark parts along the cardinals from the light source, and near the player at the edge of the light radius, but in between (along the diagonals) they differ greatly
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •block and sky light have been separated, the lighting system is complete, and i have made the sloppiest day night cycle ever to showcase it! enjoy 💜
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •People keep asking me where I intend to take block game, gameplay wise, and the very short answer is: minecrafty (highly item centric) sandbox rpg with a living world, like ultima or elder scrolls meets minecraft
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •You may say "Eniko this sounds like a tall order" and you'd be right but on the other hand I've been training for this for literally 30 years
I'm ready
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •replaced the 100% faked day night cycle with a proper one. it's still a little barebones because it only changes the clear color but it's a lot better than a sine wave
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •omg i'm an idiot. i had a separate list of sky colors and sun strength scalars for the terrain to do the day night cycle
then i realized i could just convert the colors to HSL, and set the sun strength scalar based on the min, current, and max brightness of the sky colors
so `sun = (cur - min) / (max - min);`
did that and it works great :|
#EniBlockGame #GameDev #IndieDev
Eniko Fox
in reply to Eniko Fox • • •ok so adding direct lighting to block game is going really well 🥲
#EniBlockGame #GameDev #IndieDev
Eniko Fox
in reply to Eniko Fox • • •okay that's much better 😊 there's some light bleed that i need to fix but i think i might know what's causing that
either way this is a good stopping point for the day
#EniBlockGame #GameDev #IndieDev
Eniko Fox
in reply to Eniko Fox • • •fixed the light bleed issue
so basically block game has faux global illumination now. i realized minecraft style lighting is kinda like bounce lighting, so i figured if i added shadow mapped direct lighting it'd look sorta like GI and i think it turned out real good!
you can see that both methods separately lack something, but when combined the scene feels pretty grounded 😁
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •and here's a gif that cycles through the three lighting styles
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •i probably won't add a similar system for sunlight because what i'll probably do is just add shadow mapping for the sun at some point. that way sun shadows can move throughout the day
then i'll have a full direct lighting + shadows + bounce light solution for block game :3
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •holy shit dude look at how much more dramatic caves look now when you stick a light in em!
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Cassandrich
in reply to Eniko Fox • • •Eniko Fox
in reply to Cassandrich • • •Cassandrich
in reply to Cassandrich • • •Eniko Fox
in reply to Eniko Fox • • •just to be clear: this lighting doesn't use any realtime raytracing technology or gpu compute buffers or anything like that. in fact it doesn't use the gpu *at all*
you could have this lighting while running the game on a literal potato. i could run this on my 2012 laptop (that's my acceptable performance target)
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •changed direct lighting in block game so it can be progressively performed over multiple frames, which means i can allot a fixed time budget per frame for it
shown here artificially slowed down and with indirect light hidden to show the process more clearly
#EniBlockGame #GameDev #IndieDev
Eniko Fox
in reply to Eniko Fox • • •i still have some small optimizations to do to direct lighting and small bugs to fix (literal corner cases agghhh!! 😫) and i'll probably tweak the lighting colors and skybox a bit here and there but i'm considering the lighting system done now and i'm excited to move on to adding more *stuff* to the game
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •someone asked what the caves look like with the different light layers so in this post and a couple replies imma post screenshots from the same cave earlier with direct + indirect, direct only, and indirect only light
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •more cave lighting passes separated
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •final separated set of cave lighting passes
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •grass and surface height are back and, oh yea, i'm really liking this lighting model with the shadows cast on the grass and everything 😙👌
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •adding leaf blocks, but my engine may need some new code for blocks with transparent textures :'D
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •I've got some shell texturing ideas for leaf blocks. will have to see if/how they work out in practice
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •had a rough time with partially transparent blocks (leaves) in block game but i got there in the end. while i was dealing with the lighting system (again 😩) i also optimized the direct lighting setup from like 20ms to 2ms so that's nice
really hope to god im properly done with the lighting system this time, so i can move on to making trees
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •vaguely tree flavored object
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •wasn't happy with the shell texturing on the leaves so i amped it up a bit more
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •hmm the side shells are fine when they visually detach from the blocks but the top/bottom ones aren't. bringing them closer in would help but make the leaves less fluffy (doubling the distance from the block of the outer shells is what really helped the fluff)
and i don't really wanna add another in-between shell. maybe i can make the top/bottom shell pointy like a pyramid? should be able to do that with 4 triangles, right? 🤔
edit: ok yeah the pyramid thing works
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •this seems like an alright distribution for trees for the moment, using blue noise
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •okay so i think that's trees done, no improvement needed here
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •trees :3
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •oops i forgot to update the initial sunlight pass to take into account semi-opaque blocks so the trees didn't have proper lighting
that's ok though that means i get to post more trees 😁
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •took some advice from @runevision and modulated my blue noise threshold with simplex noise and now trees are pleasingly clumpy
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •so the leaves don't look as good far away as they do from up close. trying something new and could use some feedback
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •did something very lazy as a last ditch effort and actually.... i kinda like this one
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •high up leaf comparisons
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •a quick polish up of the textures (i made the shell geometry 1.5x as large without increasing the texture size, but i have now) i think this is definitively the winner
it's fluffy up close and actually much fluffier from far away, and the outline is still there but not overbearing
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •really happy with this. trees lit up at night is a major vibe too
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •this thing has probably wayyyy too many vertices, but anyway i've added ferns
#EniBlockGame #GameDev #IndieDev #PixelArt
Foone🏳️⚧️
in reply to Eniko Fox • • •Ozzelot
in reply to Foone🏳️⚧️ • • •Eniko Fox
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •wildflowers :3
#EniBlockGame #GameDev #IndieDev #PixelArt
Foxis The Cookie Dragon likes this.
CatSalad🐈🥗 (D.Burch)
in reply to Eniko Fox • • •Eniko Fox
in reply to Eniko Fox • • •ok well. that's a good enough pause point for the day. this is looking quite lovely if i do say so myself :3
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •oh hey all the surface enhancements really help the view when you come out of caves 😁
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •couple days late but, happy 1 month birthday block game! what a difference a month of development makes
#EniBlockGame #GameDev #IndieDev #ProcGen #PixelArt
Eniko Fox
in reply to Eniko Fox • • •still taking it easy since i'm recovering from a week of huge migraines. i've come up with one design pillar for block game: all structures generated must tell a story. since there's no plot or dialogue, this will have to be done through environmental storytelling
why yes, i have been watching a certain majuular video recently, why do you ask?
#EniBlockGame
Eniko Fox
in reply to Eniko Fox • • •optimized chunk generation and graphics rebuilding, and added basic visibility culling to skip drawing chunks behind the camera
even though all the code is still synchronous the terrain generation now keeps up with the camera even at a visible chunk radius of 16, and i get 60-90 fps with a radius of 12 even on my weak pc when not generating chunks (30-40 otherwise)
and this is what a visible chunk radius of 12 looks like:
#EniBlockGame #GameDev #IndieDev #ProcGen
Eniko Fox
in reply to Eniko Fox • • •bonus video: generating new terrain at dawn with a visible chunk radius of 16
#EniBlockGame #GameDev #IndieDev
Eniko Fox
in reply to Eniko Fox • • •did the important work of switching index buffers over from 16 bit indices to 32 bit indices in the unlikely but potentially possible case of a vertex buffer having more than 65k vertices in it
this change is invisible so have a screenshot of a cool hole
#EniBlockGame #GameDev #IndieDev
Christine Lemmer-Webber
in reply to Eniko Fox • • •Christine Lemmer-Webber
in reply to Christine Lemmer-Webber • • •Eniko Fox
in reply to Christine Lemmer-Webber • • •Christine Lemmer-Webber
in reply to Eniko Fox • • •Eniko Fox
in reply to Christine Lemmer-Webber • • •@cwebber i think minecraft always had a very sharp edges programmer art aesthetic that was functional but not like, amazing
i'm trying to much more evoke the feeling of being dropped into a 3d version of a 16-bit era rpg
Christine Lemmer-Webber reshared this.
Schnelle ⚠️CYBER⚠️katze ("the creature from the fediverse")
in reply to Christine Lemmer-Webber • • •Christine Lemmer-Webber reshared this.
Eniko Fox
Unknown parent • • •