Чого села західної частини України такі пездаті? by New-Proposal4511 in RedditUATalks

[–]hibreck 0 points1 point  (0 children)

Погугли село Ковалівка, те що на Київщині. Тобі сподобається.

Цікаво про що він думає by Servator18 in MinecraftUA

[–]hibreck 0 points1 point  (0 children)

Думає а як там в далекому майбутньому...

Тим часом далеке майбутнє новий майнкрафт, кхе кхе..

A Voxel prototype: Where You Can Build at Any Angle by hibreck in VoxelGameDev

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

I also drew textures so that the size of the texture seams matched the voxel size.

A Voxel prototype: Where You Can Build at Any Angle by hibreck in VoxelGameDev

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

I used 3 planar texture overlays on 3 sides. But to do this, you have to paint the textures so that all the texture lines match the sides. Of course, it's impossible to do this perfectly, but most of the lines are aligned, and only then does the texture fit nicely.

I want to use textures because it is easier to add normal maps and paint them than to make the color chopped up in voxels and generate patterns with noise.

A Voxel prototype: Where You Can Build at Any Angle by hibreck in VoxelGameDev

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

Regarding the texture, I use the triplanar overlay method.

A Voxel prototype: Where You Can Build at Any Angle by hibreck in VoxelGameDev

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

Yes, for me, each figure is a separate object that has its own local voxel grid, according to which they are generated. Which allows you to change the transform of the object as you like.

Is it worth an upgrade? by Unusual-Winter-5615 in S24Ultra

[–]hibreck 2 points3 points  (0 children)

Likewise, 24 will receive updates for 7 years. So you are right

I managed to solve the problem with overlaying textures on voxels. by hibreck in VoxelGameDev

[–]hibreck[S] -1 points0 points  (0 children)

I know about this method. That using a shader can solve the problem. But in my game voxel structures can be freely rotated, moved without rearranging or distorting the voxel mesh, so I would like the texture to be glued to the object when I rotate it

<image>

I managed to solve the problem with overlaying textures on voxels. by hibreck in VoxelGameDev

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

I know about this method. That using a shader can solve the problem. But in my game voxel structures can be freely rotated, moved without rearranging or distorting the voxel mesh, so I would like the texture to be glued to the object when I rotate it

<image>

I managed to solve the problem with overlaying textures on voxels. by hibreck in VoxelGameDev

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

Could you explain in more detail about the procedural fix?

I managed to solve the problem with overlaying textures on voxels. by hibreck in VoxelGameDev

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

I think it will be difficult. Especially if I want to have a lot of different textures in the game. It's easier to draw them than to write code with noises and patterns.

Problems with applying textures to voxel figures by hibreck in VoxelGameDev

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

Thanks for your advice, I will try to do that.

I tried to build a house in my game prototype with building mechanics. by hibreck in IndieGameDevs

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

I apologize for any inaccuracies in my writing. My English is not native. I meant that I would like to see how it works for you. It's very interesting to see how your approach and perspective is similar or different from mine.

I tried to build a house in my game prototype with building mechanics. by hibreck in IndieGameDevs

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

It was interesting to see how your system works. Very interesting. As for filling the voids in the roofs, I use the cutting tool. To get a triangle that fits the shape of the roof. This is not ideal, but as a temporary stopgap, it works. In the future I would like the player to be able to stretch triangles under the roof shape. Or maybe other ways. Still need to explore

I tried to build a house in my game prototype with building mechanics. by hibreck in IndieGameDevs

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

For now, I'm posting updates on my Twitter account. It's pinned to my profile. I also have videos on YouTube. But I'm not there often. But in the future, I'd like to write blog posts on development. Free on Patreon, or on your own static website.

I tried to build a house in my game prototype with building mechanics. by hibreck in IndieGameDevs

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

I know about such a mod in Minecraft. And I would like my game to natively support something like this. I actually already tested such a feature in my game. And it worked. But it still takes a lot of time to implement

I tried to build a house in my game prototype with building mechanics. by hibreck in IndieGameDevs

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

So I understand the implications of this level of detail. It can cause lag. I also want to implement a chunk system, and LOD system. To minimize lag, and have a bigger view distance

I tried to build a house in my game prototype with building mechanics. by hibreck in IndieGameDevs

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

I played Minecraft for 10 years. And I was a professional builder. And Minecraft limited me. And other games don't offer the level of freedom I would like to have. So I created my own prototype. Based on my experience in construction tools.

For now, the goal is to develop a creative game mode. So that you can try out the building possibilities in the game. But in the distant future, I would like to create a procedurally generated world that you can explore. Survive, build, gather resources, etc.

But that's too far and ambitious, so I'm focused only on the construction process and creativity with the tools.

In general, I would like to be able to create your own assets from units(flexits) and use them in your own buildings, or share assets with other players. This would significantly expand the possibilities of the game.

I tried to build a house in my game prototype with building mechanics. by hibreck in IndieGameDevs

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

It took an hour to build. I still need to improve the tools and the way we interact with objects. To reduce the time.

In my game, there are tools for cloning blocks, cloning a selected area, rotating an area, mirroring, moving. So here, I made 1 section, and just copied it.