Re: Project Infineon - An unorthodox procedurally generated Dungeon Crawler.
Reply #3 –
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
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:
- Out-of-bounds (OOB) culling
- Backface culling
- Rabbit-hole based 3d-point aggregation (I think that's the right word)
- Simple lighting (A single lightsource, rightly named 'sun')
- Voxel world-type (Basically a scene that only supports voxel geometry)
and this is the current to-do list, priority items for version 0.5 are marked with a #
- Implementation of a more traditional world-type (aka a scene)
- This is needed for graphical effects I want to implement, such as particle systems
- # Distance-sorting for polygons
- Needed to properly render polygons in the correct order
- #Rework the system for point aggregation into a separate system, formally known as a pointcloud
- This is needed to improve the efficiency of voxel rendering, currently points are being calculated many times over when they could just be calculated in one go.
- #Implement support for multiple light sources of different colors
- Implement a vector motion system
- The idea is that by defining a motion vector a model or it's one of it's vertices can be made to move, this is also useful for implementing particle and tesselation systems