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

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

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