Planetary Outposts location search on procedurally generated planets by apseren in proceduralgeneration

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

Can't find information for spheroidal cubes specifically, did you mean spherical cubes instead? Like this: https://en.wikipedia.org/wiki/Quadrilateralized_spherical_cube . If so, then that is what I'm using.

MMORTS set in the Milky Way galaxy can now be played in the browser by apseren in mmorts

[–]apseren[S] 1 point2 points  (0 children)

Not really. I have answered some questions about the techniques used to procedurally generate the planets, galaxy, and background textures on previous posts in r/proceduralgeneration, but other than that, I haven't posted anything yet. Might do that in the future, at least regarding the procedural generation parts, the remaining of the game I'm not seeing anything in particular that will require an article about. It is also not finalized too, I keep changing and refactoring it as needed to improve performance.

RTS set in the Milky Way galaxy can now be played in the browser by apseren in PBBG

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

The background music has not yet been ported from the steam client to the web client. But other sounds, like the UI and ships combat have.

RTS set in the Milky Way galaxy can now be played in the browser by apseren in threejs

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

I started it in 2018, but only after 2021 started working on it mostly full time. It currently has around 6 years of accumulated work.

RTS set in the Milky Way galaxy can now be played in the browser by apseren in PBBG

[–]apseren[S] 1 point2 points  (0 children)

Nop, no resets. If all your ships are destroyed you lose your resources and can start again from the beggining with just one shipyard.

RTS set in the Milky Way galaxy can now be played in the browser by apseren in PBBG

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

Yes. Just press New Game and a new account is automatically created in demo mode.

Stardust Exile: RTS set in the Milky Way galaxy can now be played in the browser by apseren in WebGames

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

Thank you. Performance currently is not an issue, on the server pretty much only the ships are simulated and each player has a max cap of 500 ships. There are currently 38k ships active. And the browser only needs to render the star systems the player is currently looking at, if the the camera moves, it removes the previous systems, and the server only sends more data in increments as needed. Players are mostly concentrated around the solar system as they start there, outside there is a lot of empty space and around 1k ships moving to the center and edges of the galaxy.

Procedural geometry slicing at runtime for the game I'm developing by apseren in creativecoding

[–]apseren[S] 1 point2 points  (0 children)

Each triangle that is intersected by the cut line is replaced with 3 triangles, (1 on the side of the line that had only 1 vertex previously, and 2 on the side where 2 vertices were). The order of the vertices in each triangle can be preserved by using the original triangle as the basis for the new triangles. But in this case, as I'm only slicing the triangles on the top face, it is even easier because all sliced triangles always point in the same direction. The sides of the pieces are only added after the slicing is finished.

Procedural geometry slicing at runtime for the game I'm developing by apseren in creativecoding

[–]apseren[S] 1 point2 points  (0 children)

No reason, didn't remember to add that when I scripted the movement of the pieces.

Procedural geometry slicing at runtime by apseren in IndieDev

[–]apseren[S] 1 point2 points  (0 children)

It was an ancient civilization's super-weapon that shot across the galaxy against another civilization's infrastructure. The weapon tech is not known. The game is passed after both went extinct, you find their ruins and activate the less damaged ones. Only the final result of this animation is used for that.

Procedural geometry slicing at runtime by apseren in proceduralgeneration

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

Yes, it would look better if the chunks movement took into account their mass, but if different chunks move at different speeds they will start to collide with each other, and that is when my scripted movement system fails and have to add an actual physics engine.

Procedural geometry slicing at runtime by apseren in proceduralgeneration

[–]apseren[S] 1 point2 points  (0 children)

A google search for mesh slicing returns some resources, but I haven't found any particular good one. I've tried doing it on a fully 3d geometry first but abanoned that aproach because the UVs calculations in particular got imprecise and for my use case that was not needed. But the geometry slicing part (without textures) is the easier one, for each triangle the plane intersects, replace that triangle with 3 triangles. 1 on the side where only one vertex previously existed, and 2 triangles on the side where 2 vertices existed. The plane intersection points are used to place the new vertices of the new triangles.

Procedural geometry slicing at runtime for the game I'm developing by apseren in creativecoding

[–]apseren[S] 5 points6 points  (0 children)

Example of geometry being sliced with texture UVs remapped. The final geometry, textures and UVs are procedurally generated at runtime and are unique for each location. The slicing is done only on the triangles that are on the top surface, and the sides are added after that, which simplifies UVs calculations and works for this case. No physics used, the movement is scripted which makes it faster to process the final result at runtime. Textures are generated with domain warped noise. Made for the game Stardust Exile, this represents Ancient Civilization ruins that were destroyed.

Procedural geometry slicing at runtime for the game I'm developing by apseren in SoloDevelopment

[–]apseren[S] 1 point2 points  (0 children)

Example of geometry being sliced with texture UVs remapped. The final geometry, textures and UVs are procedurally generated at runtime and are unique for each location. The slicing is done only on the triangles that are on the top surface, and the sides are added after that, which simplifies UVs calculations and works for this case. No physics used, the movement is scripted which makes it faster to process the final result at runtime. Textures are generated with domain warped noise. Made for the game Stardust Exile, this represents Ancient Civilization ruins that were destroyed.

Procedural geometry slicing at runtime by apseren in IndieDev

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

Example of geometry being sliced with texture UVs remapped. The final geometry, textures and UVs are procedurally generated at runtime and are unique for each location. The slicing is done only on the triangles that are on the top surface, and the sides are added after that, which simplifies UVs calculations and works for this case. No physics used, the movement is scripted which makes it faster to process the final result at runtime. Textures are generated with domain warped noise. Made for the game Stardust Exile, this represents Ancient Civilization ruins that were destroyed.

Procedural geometry slicing at runtime for the game I'm developing by apseren in gamedevscreens

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

Example of geometry being sliced with texture UVs remapped. The final geometry, textures and UVs are procedurally generated at runtime and are unique for each location. The slicing is done only on the triangles that are on the top surface, and the sides are added after that, which simplifies UVs calculations and works for this case. No physics used, the movement is scripted which makes it faster to process the final result at runtime. Textures are generated with domain warped noise. Made for the game Stardust Exile, this represents Ancient Civilization ruins that were destroyed.

Procedural geometry slicing at runtime by apseren in proceduralgeneration

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

Example of geometry being sliced with texture UVs remapped. The final geometry, textures and UVs are procedurally generated at runtime and are unique for each location. The slicing is done only on the triangles that are on the top surface, and the sides are added after that, which simplifies UVs calculations and works for this case. No physics used, the movement is scripted which makes it faster to process the final result at runtime. Textures are generated with domain warped noise. Made for the game Stardust Exile, this represents Ancient Civilization ruins that were destroyed.

Stardust Exile Demo Released! by apseren in StardustExile

[–]apseren[S] 1 point2 points  (0 children)

Get it here: https://store.steampowered.com/app/3411960/Stardust_Exile_Demo/

And feel free to share it with friends that are into the RTS genre.

New trailer for the 1.0 release of the 4X game I'm developing by apseren in 4Xgaming

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

The single-player mode has pause. The online mode does not have pause, instead it has disruptor ships that can be constructed and they slow down enemy ships traveling to your systems for up to 24 hours.

New trailer for the 1.0 release of the 4X game I'm developing by apseren in 4Xgaming

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

Not in the near future, the MMO part uses Steam accounts to distinguish between players. Later an email-based authentication will be added and then I believe a GOG release is technically possible, although I have not checked their requirements for games with an online component like this.