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User-Made => Projects => Topic started by: SilicateWielder on November 13, 2017, 09:21:00 am

Title: Project Infineon - An unorthodox procedurally generated Dungeon Crawler.
Post by: SilicateWielder on November 13, 2017, 09:21:00 am
Title: Re: Project Infineon - An unorthodox procedurally generated Dungeon Crawler.
Post by: DaVince on November 14, 2017, 05:29:59 am
Sounds like a grand, ambitious, fun project! Looking forward to seeing more. :)

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GUI library
If it helps, Rhuan has created a very nice HUD system you might be able to leverage. (see HUDSystem.mjs here (https://github.com/rhuanjl/SphereLibs))

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Code gremlin repellent system
First we had eaty pigs :pig_nose:, now we have code gremlins?!
Title: Re: Project Infineon - An unorthodox procedurally generated Dungeon Crawler.
Post by: Fat Cerberus on November 14, 2017, 02:35:57 pm
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Code gremlin repellent system
First we had eaty pigs :pig_nose:, now we have code gremlins?!

Well we need something to feed the pig with, right?  So that we don't get eaten by it.
Title: Re: Project Infineon - An unorthodox procedurally generated Dungeon Crawler.
Post by: SilicateWielder on March 19, 2019, 04:36:10 am
So, here's an Update after over a year of dead silence. This post isn't going to be focused so much on the game itself but rather the biggest system that I'll be using in this game, it's name is Candle.

Status of the game so far
(http://redwyn.moe/pub/images/Candle0.4.1-2.png)

Candle has made a LOT of progress in terms of functionality since I originally started this thread, It's gone from being a simple vector-based rendering system that could barely render a cube to being able to render 10's of hundreds of TEXTURED polygons at a time. That said, it is still mostly a WIP system that still lacks a lot of features I want (This includes a particle system but that's a pipe dream for now) I think I'm beginning to reach a point where it may be worth writing some documentation for anyone wanting to use it.

As I type this, the current version of Candle is 0.4.1

Here are the systems implemented so far:

and this is the current to-do list, priority items for version 0.5 are marked with a #
Title: Re: Project Infineon - An unorthodox procedurally generated Dungeon Crawler.
Post by: SilicateWielder on March 20, 2019, 05:17:12 am
An update before I go to bed tonight
Official version is 0.4.3!

RGB lighting and pointClouds are implemented, next week I hope to have the time an motivation to work on implementing multiple light sources as well as rewrite modelObject to support pointCloud injection and to rewrite how voxelWorlds are rendered. Here are some screenshots. As usual they're hosted from my personal server.

I've noted that lighting doesn't behave entirely correctly so I hope to fix that as well

(http://redwyn.moe/pub/images/Candle0.4.2-1.png)
(http://redwyn.moe/pub/images/Candle0.4.2-2.png)
(http://redwyn.moe/pub/images/Candle0.4.2-3.png)
(http://redwyn.moe/pub/images/Candle0.4.2-4.png)

(http://redwyn.moe/pub/images/Candle0.4.3-1.png)
Title: Re: Project Infineon - An unorthodox procedurally generated Dungeon Crawler.
Post by: Radnen on March 23, 2019, 01:51:41 pm
This is looking really sweet and I"m very happy to see how far Sphere has come with it's new JS and graphics engines. Keep it up! I might even get back into game dev with Sphere again. My girlfriend wants to work on a game with me, haha.
Title: Re: Project Infineon - An unorthodox procedurally generated Dungeon Crawler.
Post by: SilicateWielder on May 20, 2019, 03:13:15 am
Official version is 0.4.4 DEVELOPMENT

There's not much added, however I have implemented voxel sorting to get proper rendering orders, however it's SLOW and has exposed a bug regarding how voxels determine visible faces. I'll have to fix this for 0.4.4.1.

An example of real-time voxel re-ordering during rendertime
(http://redwyn.moe/pub/images/candle0.4.4-1.png)
(http://redwyn.moe/pub/images/candle0.4.4-2.png)