Blog Archives

And SeedWorld is back… and on MonoGame

My hobby programming plate was kind of full at one moment. In addition to the game idea I have for Project SeedWorld, I have started working on a Pong-based game for Mini LD 58, and I also have my open-source

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Posted in Engine, Graphics

Voxel lighting problem solved

I have fixed a problem that has bugged me for quite some time. For most of the development of SeedWorld, up until last week, every chunk was not able to access voxels from immediate neighbors. This shortcoming was avoided with the

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Posted in Engine, Graphics

Loading Voxel Models into the Game

I didn’t get as much time as I wanted to work on my game last week. Spent too much time with Skyrim (coming very late to the game, but nonetheless). Still there are some new updates to show. First I

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Posted in Engine, Graphics

Adding Biomes and Rivers

This week I have been working on adding more natural features- rivers and biomes (or at least the start of it). As part of making the world more varied and less same-y, I decided it’s a good time to add

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Posted in Engine, Graphics

Day/Night Cycle

Here’s a quick update this time. This time I have implemented a day/night cycle for the game. It’s not physically accurate but it looks good enough. This short video demonstrates it. There is now a skydome in the background, which

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Posted in Graphics

Map Making and Model Batching

It’s now month two of the development of my SeedWorld engine and the game it will be used for. In the first month I have already made a lot of progress for it. The features I’ve done that month are:

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Posted in Engine, Graphics

First video, and more collision response

Started off the new year well with my game. I finally got to the point where my collision box code works almost the way I want it to! I say “almost” because there is one slight bug but nothing really

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Posted in Engine, Game Physics, Graphics