I messed up my chunk coordinates and accidentally stacked all chunks together. Who wants a piece of world cake?
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
#Tag
I messed up my chunk coordinates and accidentally stacked all chunks together. Who wants a piece of world cake?
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
I messed up my chunk coordinates and accidentally stacked all chunks together. Who wants a piece of world cake?
#GameDev #IndieDev #IndieGame #GodotEngine #Godot #ProceduralGeneration #ProcGen
okay i've modelled and pixelled bushes that aren't just leaf blocks and yeah, this is looking nice and lush now! you can also walk through bushes as requested, and you can still break them for sticks for torches
okay i've modelled and pixelled bushes that aren't just leaf blocks and yeah, this is looking nice and lush now! you can also walk through bushes as requested, and you can still break them for sticks for torches
now spawning bushes using leaf blocks. gonna give them a bit of a different look from leaf blocks at some point but the basic idea mostly works
i can now spawn sticks under/near trees during chunk generation :3
they don't do anything special, since you can get sticks from breaking leaf blocks, but it's just a little touch that makes the world feel more alive
The new SDF grids add so many possibilities. I did a small test for procedural cave generation 
 #geometrynodes  #procgen  #b3d
The new SDF grids add so many possibilities. I did a small test for procedural cave generation 
 #geometrynodes  #procgen  #b3d
i can now overlay a block breaking decal on blocks, and it works on blocks with shell texturing and even nominally on objects like ferns and flowers
i draw the block's faces again using the stencil buffer, then draw the breaking decal with depth read/write off, masking using the stencil buffer
the way it works for ferns/flowers is i just draw all faces of the breaking pattern block, and any pixels outside the object model are masked
 
      
  
                            
                        
                         
      
  
                            
                        
                         
      
  
                            
                        
                         
      
  
                            
                        
                        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:
couple days late but, happy 1 month birthday block game! what a difference a month of development makes
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
 
      
  
                            
                        
                         
      
  
                            
                        
                         
      
  
                            
                        
                        holy shit dude look at how much more dramatic caves look now when you stick a light in em!
 
      
  
                            
                        
                         
      
  
                            
                        
                         
      
  
                            
                        
                        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
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 :D
 
      
  
                            
                        
                         
      
  
                            
                        
                         
      
  
                            
                        
                        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
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 💜
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
i can finally hop around this world and IT'S SO GOOD 😭
i can finally hop around this world and IT'S SO GOOD 😭
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