My Isometric Voxel Engine: One Year Later
41–50 of 86 posts
Re: My Isometric Voxel Engine: One Year Later
#42Tiberian Sun nostalgia. Love it.
Re: My Isometric Voxel Engine: One Year Later
#43I don't really understand how this is a game, but I'm more than happy to pledge a few dollars to support talented people like you! Go voxels!
Re: My Isometric Voxel Engine: One Year Later
#44Earlier 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?
No royalties or fees are charged.
I also consider any licensing deal offered to me with pretty loose restrictions (and I have had two bigger requests in this regard so far).
If/when I get to the point of opensourcing, it will be a very permissive license - like ZLib or MIT.
Re: My Isometric Voxel Engine: One Year Later
#45Earlier 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. :)
Why do you want to wait to release the engine source instead of putting it on github right now ?
Re: My Isometric Voxel Engine: One Year Later
#46Earlier 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. :)
Which language did you use to make it?
Re: My Isometric Voxel Engine: One Year Later
#47You mention a few games as inspiring traits of Voxel Quest -- most of which are quite obvious -- including Hearthstone. In what ways was Hearthstone an influence? Art style, or something beyond that?
Edit: Just finished watching the entire video, it really does look fantastic. I will say, the one off-putting part of your game design philosophy for me was the whole "no long-term progression" thing. I find the way Rogue Legacy handles this a beautifully rewarding mashup of the roguelike quick permadeath and the feeling of making overall progress in the game world.
Re: My Isometric Voxel Engine: One Year Later
#48Earlier quoted context omitted.
With polygons, you must explicitly pass in every vertex and corresponding data (unless you use a geometry shader). This gets huge fast - with just usually around 12 32 bit floats per vertex (position, normal, material and tex coords). That is 48 bytes per vertex. Not only that, but each vertex must be processed (transformed) and the resulting polygon clipped, which is usually a more or less order-dependent operation…
Any books / resources I can read ?
My best recommendation - dive in and start coding. You are your own best teacher. :)
Re: My Isometric Voxel Engine: One Year Later
#49Earlier 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. :)
Why do you want to wait to release the engine source instead of putting it on github right now ?
Re: My Isometric Voxel Engine: One Year Later
#50Earlier quoted context omitted.
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 "re…
If anything, your procedural approach should make it easier, shouldn't it? Instead of transmitting level files you can only transmit some seed data, after that only transmit the updates. This should also make it possible for all players to change the map itself through interactions, like in Minecraft. I'm imagining something like the concept of No man's sky, applied to a low budget / community project, where every pl…
Procedural approach does make it much easier to generate content. I've already got everything in place to generate entire seamless maps with logical road, street, city, and house placement among other things, and it is pretty easy to extend for things like caves and dungeons.