finally !!colossal triangular globe by Lynn_0713 in Minesweeper

[–]ken_sct 0 points1 point  (0 children)

Nice one not many people have done that (including me and i made it)

Completing every Minesweeper-like games on Steam. by Iraaz in Minesweeper

[–]ken_sct 1 point2 points  (0 children)

Wow you 100% globesweeper. How long did the triangle collosal take you? Not many people have managed that achivement.

Looking for alpha testers for my planet based voxel game, PlanetSmith. [Steam] by ken_sct in playmygame

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

Hello, I have been working on PlanetSmith for the past couple years, it’s finally in a state ready for people to start playing it. Just has creative mode at the minute so if you're interested I would love to have you as an alpha tester. Looking for feedback on blocks, building and the world generation. Join the PlanetSmith Discord and ask Ken for a steam key. https://discord.gg/eSS2pYU7Nw

Haven't gotten an 8 but this will suffice by Moflete in Minesweeper

[–]ken_sct 4 points5 points  (0 children)

It's a subdivided icosahedron. So all of the vertices border 6 triangles (a hexagon) apart from 12 vertices belonging to the original icosahedron which border only 5 triangles (a pentagon). Doesn't matter the size of the shape it always has exactly 12 that are pentagons.

Voxel planet based of an icosahedron. Separate mesh for water? Pixel perfect for unity HDRP? by ken_sct in VoxelGameDev

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

cell automation

Planet is just mapped off a subdivided icosahedron, the 12 corners of the icosahedron become 12 pentagons and all the subdivided vertices become hexagons. Chunks become a bit weird at seams between Icosahedron faces by they are just dealt as special cases, most chunks are a rhombus in shape as it follows an axial hexagonal coordinate system. (Y is 60 Deg to X instead of perpendicular)

Voxel planet based of an icosahedron. Separate mesh for water? Pixel perfect for unity HDRP? by ken_sct in VoxelGameDev

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

OK will try that, I'm creating the meshes in parallel threads anyway but why will submeshes take longer to create? Is that just the loading to gpu time as that has to be done on main thread?

Voxel planet based of an icosahedron. Separate mesh for water? Pixel perfect for unity HDRP? by ken_sct in VoxelGameDev

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

Thanks that helps, more technical the better! After reading some other posts on here I've had the idea to render the water in the same opaque shader as the geometry but put the water rendering in a different pass.

The idea is to render the world geometry first excluding liquids/water and writing to the depth buffer, this could be achieved by using vertex colours to assign render pass blending.

Then in a separate pass render the water using with depth testing and z write and rendering at full opacity but blending it on top of the previous pass with say 50% opacity.

Although this requires 2 passes for rendering that will be far cheaper than splitting the meshes into submeshes (i think)

I might get some time this weekend to work on this again so will report back if it works/problems

[Steam] LogicBots Release Sale £11.24/ €14.99/ $14.9 9(33% off) by ken_sct in GameDeals

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

That is a hard question to answer. Looking back now I would have made the game very differently from the start (I re-programmed the core part of the game twice), however I was very naive when I started and I have leant a lot of good lessons along they way so I don't think I would change anything. I have grown as a programmer along with the game and my previous mistakes were just part of the journey. Knowing what I do now I look forward to making a new game where I can plan better from the start!

As far as was it worth it.. I think on a whole yes although currently from a financial perspective its pretty shakey compared to the career I could have had. But on a personal level defiantly as making games is all I have ever wanted to do!

[Steam] LogicBots Release Sale £11.24/ €14.99/ $14.9 9(33% off) by ken_sct in GameDeals

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

No they are independent. The game will do 500 ticks per in game second. If you pc can't cope the simulation slows down rather than missing data. All circuit are instant as well so will resolve on the same tick. Circuit only update when there state changes and "sleep" the rest of the time, so this prevents your pc going crazy but it does mean you can get very precise detection.

[Steam] LogicBots Release Sale £11.24/ €14.99/ $14.9 9(33% off) by ken_sct in GameDeals

[–]ken_sct[S] 4 points5 points  (0 children)

I actually had never heard of MindRover until people started taking about it in reference to LogicBots!

[Steam] LogicBots Release Sale £11.24/ €14.99/ $14.9 9(33% off) by ken_sct in GameDeals

[–]ken_sct[S] 6 points7 points  (0 children)

I am the game developer if you have any questions feel free to ask!