Nothing super thrilling to watch, it's more backend work. I was using SurfaceTool to build my landscape from a heightmap (noise generation) but was unhappy with the performance as well as the inability to modify mesh vertices after they were built. So I did some extra work to get this functional with GridMaps. I only ever maintain the surface of the terrain so when a piece is "lowered" it really just removes the cell at the current Y and creates a new cell at a lower Y. Hardest part was coming up with all the different shape configurations. This is using 16 different shapes to handle the 256 different combinations of surrounding cell heights. I'm sure this is a much more "brute force" method than some might use but I couldn't wrap my head around Marching Cubes. So I have 46 if/else if statements instead. Not the cleanest but it works well.
#GridMap based multiplayer procedural heightmap based "RPG". Now with resource gathering!
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Been through a lot of updates, mostly networking stuff, some visual. All the assets are placeholder because I suck at visual things. But I've been working on items lately. Items are all data-driven, written in a json file which the server parses and loads when starting. Players have inventories with basic functionalities to move and drop items. Objects in the world have defintions in a json as well which was a little trickier because GridMap entries are not objects. So I had to do a bit of work to determine the type of cell being interacted with and generate definition data based on the type. Players can now gather resources from objects (sticks from trees, small stones from rocks). Lots of small stuff but all needed to be done
GridMap based multiplayer procedural heightmap based "RPG". Now with resource gathering!