Well, I use the best quality algorithm out there (spline)... so, that might be the problem. However, it really produces 'best' results. I'll play with TTerrainNoise settings anyway...
Well, I use the best quality algorithm out there (spline)... so, that might be the problem. However, it really produces 'best' results. I'll play with TTerrainNoise settings anyway...
My free and opensource games: http://decoherence.itch.io/
Sources are here: https://github.com/eugeneloza?tab=repositories
I think you need to smooth it out some
Absolutely. Hopefully I'll fix this soon (maybe, till weekends).
More problem for me now is limiting player movement to a specific map routes... Not just open world, but to add plot and gameplay elements... E.g. create strategical points, etc...
My free and opensource games: http://decoherence.itch.io/
Sources are here: https://github.com/eugeneloza?tab=repositories
I'm currently working on thermal and hydraulic erosion techniques to improve my terrains - I highly recommend you look into them - they produce excellent results
When the moon hits your eye like a big pizza pie - that's an extinction level impact event.
Played a bit. Some improvements to movement could be made. Not sure if you could, but make the player not stick to things when moving, but move to the side if something is just blocking the path a bit. For example, a protrusion on the wall prevents moving forward, the player should move to the side and still move forward. You can test for this by making a few collision tests in the direction the player is moving, and placing the player at an appropriate spot where it's not colliding. Some games do this for more fluid movement. Also, when running and going up stairs, the player will move deeper into the stairs and the movement will become jagged.
Existence is pain
de_jean_7777, thanks for the feedback! Yes, I am aware of the problem, but fixing it requires playing with Castle Game Engine internals... It doesn't seem too complex, and Michaelis explained me how-to, but still I'm a little "afraid" to start making the patch... And as it's not too critical I put some more effort in something more interesting, like developing new generation mechanics or tilesets... But I'll surely fix it in some time.
phibermon, thank you! I've been thinking of implementing my own erosion (and extrusion) algorithm... but if there is something available and tested it's perfect! I'll definitely look into it.
My free and opensource games: http://decoherence.itch.io/
Sources are here: https://github.com/eugeneloza?tab=repositories
A few days ago I've recorded a 15-minutes maze run (2x speed)
My free and opensource games: http://decoherence.itch.io/
Sources are here: https://github.com/eugeneloza?tab=repositories
I had to take a look to your maze generator. I think it is perfect to create dungeons.
I hope you can fix that lighting glitch. It's a bit annoying.
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At this moment I'm buisy with interface creation for my RPG game... As soon as I've finished I have several major upgrades pending:
- Render and no-collision elements to reduce getting stuck and improve preformance
- Memory optimization (thanks to Lazarus forum) will enable almost infinite maps generation
- Better controls (requires to make a few changes to Castle Game Engine source) to prevent getting stuck at different map elements
- Overworld map generation by Height Map (not Mesh)
I wish I could make that quickly. But still I didn't study shaders so well to use them properly... I've tried srAlways mode (which provides shaders for me) and it gives much smoother results for lights, but there is flickering (at least in my defect graphics card)... I can't promise I'll fix this issue quickly... But I also wish I could do it as soon as possibleI hope you can fix that lighting glitch. It's a bit annoying.
My free and opensource games: http://decoherence.itch.io/
Sources are here: https://github.com/eugeneloza?tab=repositories
I assume that your maze generator algorithm internally uses some kind of a random number generator right. Have you ever thought about using a pseudorandom algorithm for this?
By using pseudorandom algorithm you could be generating your mazes on demand since such algorithm would always return same results if its initial state is the same. This would require only a fraction of the memory that you need now.
Also using of pseudorandom algorithm you would literally get possibility for true endless mazes. Well depending on your overall maze generation algorithm they might begin to repeat after lots and lots of kilometers but then again no one would probably notice that.
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