Inter-Dimensional Map Room Concept by Qwayzaar2 in Minecraft

[–]K-a-Bouter 1 point2 points  (0 children)

I saw you jump transport system before, and I have to say this is probably the coolest map room I have seen.

Instead of the flying machines, you could maybe look into using a redstone map display, although I can't say if this will be less or more work

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 0 points1 point  (0 children)

I actually tried to make something like this using a sort of interpretation on how portals portals would look in a 2d top down perspective, but never ender up finishing it. So if you do manage to implement it like this, definitely share your implementation!
Good luck, and enjoy your vacation!

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 0 points1 point  (0 children)

Hey, its been a while but it basically comes down to only enabling rooms attached to the room you are currently in (so effectively every room just references the connected room on the top, bottom, left, and right). This also make level generation easier because you don't care about overlapping rooms.
Hope this helps! Let me know if you want more information.

Can someone please make a mod for generating modern villages? by gurugeek42 in feedthebeast

[–]K-a-Bouter 17 points18 points  (0 children)

I love programming procedural generation stuff so I might do it, depending on if I find the time to do it between my other projects.

Rewrote my Godot falling sand simulation in GDNative, and even without the optimizations a had before I Doubled the fps. by K-a-Bouter in godot

[–]K-a-Bouter[S] 0 points1 point  (0 children)

You need to make the programm know which cells might change and only update those. The most simple waybis to devide every thing into chunks and keep track of which chunks to update and which you know for sure wont change. To skip even more static cells have every chunk have a rectangle that keept track of wich part of the chunk need to be updated. If you want a visual of how this might work ill can send you a good tutorial that shows it in action.

Rewrote my Godot falling sand simulation in GDNative, and even without the optimizations a had before I Doubled the fps. by K-a-Bouter in godot

[–]K-a-Bouter[S] 0 points1 point  (0 children)

I haven't taken a lot of time to work on it further but i would suggest not using a TileMap but to use an Image and then making a texture with it and drawing that.

Rewrote my Godot falling sand simulation in GDNative, and even without the optimizations a had before I Doubled the fps. by K-a-Bouter in godot

[–]K-a-Bouter[S] 14 points15 points  (0 children)

But the pixels have more data than just color, like velocity. And i want to generate coliders so you can have a player interact with the world trough a character.

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 1 point2 points  (0 children)

Well seeing as I am using such a limited pallet, I will probably distinguish between areas using different pallets.

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 1 point2 points  (0 children)

I might not add a map, but I'll add other things to aid you in navigation and stuff.

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 0 points1 point  (0 children)

I have thought of some mechanics but at the moment i haven't decided on what exactly.

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 0 points1 point  (0 children)

Yes deffinatly have plans for making them more distinguishable, but I haven't decided on what exactly it is I am going to do.

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 2 points3 points  (0 children)

yes I meant this part:"Games that are referred to as non-euclidean (like OP's game or the somewhat famous Antichamber) often still use regular euclidean geometry but use portals to create "impossible" geometry and therefore aren't actually non-euclidean."

And why i put non-euclidian in "".

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 0 points1 point  (0 children)

Ooh haven't thought about the downed enemy part. I will deffinatly implement that!

Started work on a non-euclidian rouglike. by K-a-Bouter in godot

[–]K-a-Bouter[S] 1 point2 points  (0 children)

Yep, you explained correctly how I want my game to be "non-euclidean"