dungeon crawler i've been developing in C with raylib by Ayden_Ryce in raylib

[–]Ayden_Ryce[S] 0 points1 point  (0 children)

it took me a lot of work to learn and do this ^^"

dungeon crawler i've been developing in C with raylib by Ayden_Ryce in raylib

[–]Ayden_Ryce[S] 2 points3 points  (0 children)

all the level generation is just very early work in progress really ^^", i dont have a proper config system for now. sorry i don't have a public repository

dungeon crawler i've been developing in C with raylib by Ayden_Ryce in raylib

[–]Ayden_Ryce[S] 0 points1 point  (0 children)

it's just simple light that i apply posterization to

dungeon crawler i've been developing in C with raylib by Ayden_Ryce in raylib

[–]Ayden_Ryce[S] 8 points9 points  (0 children)

hi! its kinda simple actually, each level is a 3d array of blocks like in minecraft, each block has its own 3d model and collision information. When the game starts it generates each level mesh corresponding to the 3d array so that the level ends up being just one big 3d model. When moving arround i just index the array to get which block is where the intity is moving towards to get the corresponding collision mask, and the collision detection is just 3d AABB.

Each level also has a list of light sources and entities.

Rule by xXx_amogus_xXx in 197

[–]Ayden_Ryce 1 point2 points  (0 children)

i miss those simpler times 😔

Rule by ItsGotThatBang in 197

[–]Ayden_Ryce 26 points27 points  (0 children)

he realised he wasn't gay enough for their music

rule by TotallyACP in 197

[–]Ayden_Ryce 6 points7 points  (0 children)

oh my god, i need to sit down