1 year ago

adding some entity models




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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

fluid dynamics / viscosity now, did a test to make sure fluid levels were actually preserved during movement

ignore the funky player movement, it really needs to be fixed

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

ok i FINALLY finished dropsane teto

i think i still got it

original vs AI

there are levels to graphic design

troubleshooting

a week ago my fps at this scale would be sub 30

small changes add up

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.

Jarvis, write a full essay in MLA-8 format indented to the left please

adding grass outline wrApping. was a lot more difficult than expected