Blog Archives

Chunks are proper cubes now. Also, an upcoming shooter game

Here’s a shorter update, but sorry, no pics this time. I’ve spent a lot of time in the voxel chunk rendering code, perhaps too much time, but part of it has to do with converting chunks to 32x32x32 size. Previously, every

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Posted in Engine, Game Physics

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

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

Proceduralize all of the things! More terrain progress, and trees.

Here’s some more progress on the SeedWorld voxel engine. Last week has been mostly occupied with tweaking stuff- tweaking noise outputs, heightmap parameters, and color gradients. It’s been a ton of trial and error to get a landscape that I

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Posted in Engine