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My Isometric Voxel Engine: One Year Later

voxelquest.com

21–30 of 86 posts

Re: My Isometric Voxel Engine: One Year Later

#22
post #18

Since the Kickstarter is not linked anywhere (not even in the blog post!) here it is: https://www.kickstarter.com/projects/gavan/voxel-quest

The first line of the blog post links to it.

Yeah I added it in for convenience, thanks for the suggestion :)

Re: My Isometric Voxel Engine: One Year Later

#26

I like the look of your mountain ranges. Is that done using a published method or something of your own devising?

Thanks! My own devising, but really based on existing techniques. Although of course it will be "published" since source is going out. Its actually based on just two things - one is the same heightmap used for the world, transformed and overlayed several times to produce unique cracks (it reads this based on the world position, and then does a whole bunch of sin calculations and stuff to make it look random). The same map is used to add in sediment and grass, just more permutations on the calculations. The other is voronoi patterns. It combines these to form what turned out to be surprisingly unique and cool looking (even I was surprised how it turned out).

Re: My Isometric Voxel Engine: One Year Later

#27
This progress is looking fantastic. I remember when you posted about it here last year. The dedication put towards this project is admirable.

It's good to see that the engine is near completion and that (hopefully) we'll be seeing some custom characters running around the screen soon.

Are you building it in such a way that this will make networked multiplayer feasible in the future? If not, what reasons do you have for letting that fall on the wayside?

I consider myself a gamer, but I don't have a lot of time so I only spend my time on games that I think will give me a really high quality experience. This game is the one I am looking forward to the most.

Re: My Isometric Voxel Engine: One Year Later

#29
post #20

Earlier quoted context omitted.

Both - initially the engine source will be put out to help boost the community and mods around the game - a game is being built so that relevant features are added to the engine. Kind of dogfooding my own engine I guess. :)

What license will the engine be under?

I'd like to know that too. Right now, I think the engine looks more interesting than the game -- but the engine is really only interesting in as much as I can play with it...

Re: My Isometric Voxel Engine: One Year Later

#30

This progress is looking fantastic. I remember when you posted about it here last year. The dedication put towards this project is admirable. It's good to see that the engine is near completion and that (hopefully) we'll be seeing some custom characters running around the screen soon. Are you building it in such a way that this will make networked multiplayer feasible in the future? If not, what reasons do you have f…

Thanks! Networking is available, but not yet used for multiplayer. I'm not implementing it myself, but if modders want to that is fine. I've got way too many issues to address - as much as I would have like it in there, I had to prune my feature list and taking out networking made everything much easier to implement.

Yeah I myself can't waste much time on games, obviously. I only pick up ones that I feel are good "research."

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