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Thread: Mazer - procedural maze generator in Lazarus using Castle Game Engine

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  1. #1
    Improved anisotropic smoothing & increased FPS.
    Latest release&source: https://github.com/eugeneloza/Mazer/..._Win32%26Linux
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    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  2. #2

  3. #3
    A (failed) test of the new unfinished cave tileset. I don't like the way the cave looks. However, it provided a good test for 'curved faces' and 'composite tiles' modeling.
    I should make something more anthropomorphic for now (e.g. a library to test placeholders at their max)... But that one's gonna be a hell of texturing


    Please, keep the sources with a ton of comments explaining every bit, will you? I want to learn once you finish it.
    Yes, I try to comment almost everything for this reason. However, this is the first bunch of code (maybe the second) I actually comment, so, perhaps not everything will be clear... But I hope I'll be there to answer any questions
    P.S. the code at github is severely outdated because the game actually 'lost' a little of visual - I've cut down the tileset from 40 to 15 tiles to make and test serious modifications to the core. As soon as I finish implementing the placeholders with subplaceholders and make a decent tileset it'll be there. Or... maybe I just have to put myself together, stop being lazy and make an 'inaccessible' logic chunk before making a new tileset to show all the power of the idea. It's not that hard after all but will provide for windows, balconies, and partially-pregenerated maps (i.e. to meet the game demands to have a specific structure generated - just a week of devoted work or even less.

    Put some skeletons and arcane treausres and you have your Roge done.
    Yep. That's actually the 'close goal' (and not extremely hard to make - Castle has it all ready, I just have to stop being soooo lazy at least for a couple of weekends). However, my plans stretch much much further.

    Thank you all for the comments!!!
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  4. #4
    Quote Originally Posted by eugeneloza View Post
    A (failed) test of the new unfinished cave tileset. I don't like the way the cave looks.
    But... but... but... It looks great! May be because I don't like the "photorealistic" graphics from today AAA games (It is just a game, d*mnit!) but I think that cave looks nice. And if you put what Super Vegeta suggested I'll sh*t my pants for sure!
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  5. #5
    Pretty AWESOME!!!

  6. #6
    You could do a Dungeon Master remake

  7. #7
    One tiny step for mankind, but a giant leap for Mazer
    Overworld generation algorithm is up and working!!! Still not much to see, mostly Perlin noise by TTerrainNoise And far-land chunks still have no “fringe” to link them to normal chunks...
    And lot's of work to do to prove that data organization structure theoretically supports huge worlds at hopefully normal FPS. The presented area is approximately 1x1 km (100x100 m high-resolution area).
    Plus not very sure if it's the right overall idea, because I need semi-limited paths for my game.
    Rather strange result that world generation is slow. Maybe I should use simpler alrorithms? Because my goal is 10x10 km which might take up to 10 days to generate at present speed.

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    Last edited by eugeneloza; 14-03-2016 at 09:11 AM.
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  8. #8
    PGDCE Developer de_jean_7777's Avatar
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    Quote Originally Posted by eugeneloza View Post
    Rather strange result that world generation is slow. Maybe I should use simpler alrorithms? Because my goal is 10x10 km which might take up to 10 days to generate at present speed.
    Does seem extremely slow. Some tools I played with that generated terrain of that size took way less time. Depends on how complex your algorithms are, but still seems too much.
    Existence is pain

  9. #9
    New release. Now FPS does not depend on map size and it may be as huge as memory allows
    https://github.com/eugeneloza/Mazer/...s/tag/v.150303
    https://github.com/eugeneloza/Mazer

    A little outdated demo of a huge map.
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  10. #10

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