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

  1. #21
    Well, practically I've failed the self-set deadline to finish the tileset by the end of the year. I lacked just maybe a few hours. In the very end when almost everything was ready, I've come across an evil bug, that stopped the progress. I already know how to fix it (and it'll be even better, than I've planned)... but that's for the next year...
    I've had a possibility to run around the new tileset and really liked it. 93 tiles and ~100 map objects. That's gonna be cool.
    Moreover, I'm really impressed how Castle Game Engine keeps FPS without the planned optimizations.






    Last edited by eugeneloza; 26-12-2015 at 05:43 PM.
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  2. #22
    Fix the bug fix the bug fix the bug fix the bug...
    No signature provided yet.

  3. #23
    FINALLY!!!
    Shorter demo:

    Longer demo:


    I hope I'll be able to post the source to GIT today... and give more details on the projects. I'll also try to post screenshots tomorrow.
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  4. #24
    Nice!

    Is it intended for color of the light source to keep shifting while you are moving?

  5. #25
    No, light source color should be constant... but the shader seems to have it's own opinion on that question

    Latest version uploaded to GitHub:
    Source: https://github.com/eugeneloza/Mazer
    Release (Win/Linux): https://github.com/eugeneloza/Mazer/...s/tag/v.160208

    P.S. If anybody could look at my code and say if it's properly commented, I'd be very grateful, because it's the first time I write the code intended not only for my eyes
    My free and opensource games: http://decoherence.itch.io/
    Sources are here: https://github.com/eugeneloza?tab=repositories

  6. #26
    Quote Originally Posted by eugeneloza View Post
    No, light source color should be constant... but the shader seems to have it's own opinion on that question
    That's why I don't want to use something older than OpenGL 2, and I'm really disappointed with the non retro-compatibility of OpenGL 4.

    Shaders are a good idea if you want to do something complex, but is a pain if you want to do something small or simple (or may be I'm missing something).
    No signature provided yet.

  7. #27

  8. #28
    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

  9. #29
    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

  10. #30
    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

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