Hi everyone,
Today I want to talk about rendering. Last time, I implemented some random dungeons generation. Since the map can get a bit labyrinthic, I wanted to find a way to help the players orientate themselves. So I decided to add torches that auto-ignite when you get close to them;
But it means…
Hey everyone !
Following my preceding work on random worlds generation (see here, here and here), I decided to experiment with random dungeons generation. There exist different approachs for this in the wild, depending on the type of results you are looking for. You can either go for something with …
Ahoy !
Following my two preceding entries on random ground generation and on random distribution of entities and points of interest, I present to you my work on random paths generation.
Before starting explaining how I generate paths, I want to tell you how I draw them. For this, I simply use my grou…
Ahoy !
As mentioned in my preceding blog post, I started working on random map generation. I had some base ground generated, but I still needed to place entities (it could be rocks and plants, or enemies). My first guess was to use a uniform distribution. However, it can lead to very bad looking res…
Hey everyone,
This week, I worked on implementing a first version of a random terrain generator, based on tiles. Here are the results:
The general idea is that my terrain is separated in ground layers, which are presented in form of a tree, telling me which kind of terrain can go over which. It also…
Hi everyone,
Today, I would like to talk about pathfinding. The way I would usually tackle it would be by using some sort of grid and navigating in it using A* (or a variant like Theta* for any-angle path-planning), or using a navigation mesh. I felt like a grid would not fit really well into the wa…
I decided to implement some basic physics to the game. I really like when players can mess around with furnitures in dungeons, so I wanted them to be able to push stuff around. It could also be fun to have big baddies destroying/pushing everything in their path. So I implemented some basic rigid bo…