"Oh man... that is beautiful" were my literal words upon seeing the river edges successfully triangulated with accurate sand.
"Oh man... that is beautiful" were my literal words upon seeing the river edges successfully triangulated with accurate sand.
A picture I labeled with block IDs to know what to export and examine with better tools. The other is a step by step of a block being triangulated in said better tools. The idea was walking along the outside rather than a generic fill approach.
A picture I labeled with block IDs to know what to export and examine with better tools. The other is a step by step of a block being triangulated in said better tools. The idea was walking along the outside rather than a generic fill approach.
I noticed an old stub method in my code that was intended for spawning arbitrary objects so I went ahead and implemented it. It revealed a number of issues in loading, rendering, and the already suspected map scale. A 10 car wide road is a little too much.
I noticed an old stub method in my code that was intended for spawning arbitrary objects so I went ahead and implemented it. It revealed a number of issues in loading, rendering, and the already suspected map scale. A 10 car wide road is a little too much.
I finally got building geometry in game, although not all were getting generated. I managed to fix that for the most part by increasing initial buffer sizes, but it's still getting marked as complete before everything in the job system can finish. #gamedev #screenshotsaturday
I finally got building geometry in game, although not all were getting generated. I managed to fix that for the most part by increasing initial buffer sizes, but it's still getting marked as complete before everything in the job system can finish. #gamedev #screenshotsaturday
Custom map colors were put in, both a number of presets based on other games and media and the ability to specify each color individually. These are some of the more obscure but possibly still recognizable presets. #gamedev
Custom map colors were put in, both a number of presets based on other games and media and the ability to specify each color individually. These are some of the more obscure but possibly still recognizable presets. #gamedev
A minimap was added with a ton of customization settings. I found that if centered and made large enough you can see how well the GTA III minimap matches the city through the holes for the road. Sky coloring was actually added a while back; shortly after GTA support.
A minimap was added with a ton of customization settings. I found that if centered and made large enough you can see how well the GTA III minimap matches the city through the holes for the road. Sky coloring was actually added a while back; shortly after GTA support.
I finally got the city generator matching what it was based on near perfectly. I had this accomplished back in January with a 2D test program, but now finally in the game itself. Generation is shown in real time on the loading screen. #screenshotsaturday
I finally got the city generator matching what it was based on near perfectly. I had this accomplished back in January with a 2D test program, but now finally in the game itself. Generation is shown in real time on the loading screen. #screenshotsaturday
The only time I've ever successfully done rigging/skeletal animation was over a decade ago with GTA stuff. To get that in I needed models in first and rendering so I know it works. Of course performance wasn't great so l implemented frustum culling. So yeah, full GTA cities.
The only time I've ever successfully done rigging/skeletal animation was over a decade ago with GTA stuff. To get that in I needed models in first and rendering so I know it works. Of course performance wasn't great so l implemented frustum culling. So yeah, full GTA cities.
2 pictures since there's not many interesting changes. The terrain height was fixed, sidewalks were added, and seawalls were added. The sand/grass cutoff was probably switched from shader code to separate meshes around this time too.
2 pictures since there's not many interesting changes. The terrain height was fixed, sidewalks were added, and seawalls were added. The sand/grass cutoff was probably switched from shader code to separate meshes around this time too.
Roads are now triangulated. The gray along their edges aren't actually sidewalks but just lines denoting block edges. There was an issue with height values so anything touching roads had a height of 0, which looked neat in its own way. #screenshotsaturday #gamedev
Roads are now triangulated. The gray along their edges aren't actually sidewalks but just lines denoting block edges. There was an issue with height values so anything touching roads had a height of 0, which looked neat in its own way. #screenshotsaturday #gamedev
Wrote an FBX importer so I could use borrowed Pokemon UNITE assets for a player character. Still just a floating camera for control though. ImGui made for decent clothing selection in a painless manner. Plotted road nodes and population centers can be seen in the background.
Wrote an FBX importer so I could use borrowed Pokemon UNITE assets for a player character. Still just a floating camera for control though. ImGui made for decent clothing selection in a painless manner. Plotted road nodes and population centers can be seen in the background.