
Now shooting enemies shows a damage output! I still need some help with instant distance sorting.
Next up
few sample Seed values. terrain is entirely based upon seed value. biomes are created based upon humidity, temperature, and elevation, all of which are generated by noise
few tweaks
water physics; rudimentary. quite similiar to my light flow except the water prioritizes vertical motion over horizontal, and the law of the conservation of energy was especially applicable. not pretty right now, hopefully i will clean it up xD
OCTOBER 13 2026
Branched off to a side-scrolling version of the tile engine. Lighting now uses set transmission levels per tile, with heavier materials dampening the light and less heavy materials such as dirt allowing more light to phase through
SGI-STRIKE REMASTERED - WEAPON DEMO
added lighting. ripple effect is due to how the lighting works - tiles check adjacent tiles light level, and if its greater, they increase their light level by a set fraction of said tile.
adding grass outline wrApping. was a lot more difficult than expected
Death animations and blue torch.
a week ago my fps at this scale would be sub 30
small changes add up











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