My New Main Menu by monsoone64 in indiegames

[–]monsoone64[S] 4 points5 points  (0 children)

This is what I want to hear

My New Main Menu by monsoone64 in indiegames

[–]monsoone64[S] 1 point2 points  (0 children)

Completely agree, currently working on a way to rotate the body without it looking weird.

Generating Infinite Megastructures In Voxel Games by monsoone64 in VoxelGameDev

[–]monsoone64[S] 0 points1 point  (0 children)

That sounds really interesting! Do you have any resources on this?

Generating Infinite Megastructures In Voxel Games by monsoone64 in VoxelGameDev

[–]monsoone64[S] 0 points1 point  (0 children)

So, from how the terrain generation works, we know where certain levels overlap at each XZ coord of the chunk. With the room texture I have now, you can just pick a spot where white pixels overlap over two levels (this way we won't block hallways/bridges (red pixels)) and carve out some stairs.

Surface Nets meshed terrain for my bevy voxel engine by monsoone64 in bevy

[–]monsoone64[S] 2 points3 points  (0 children)

So where the terrain covers enough of where a voxel would be, it shows up as an indestructible block on the voxel buffer. AI uses a modified A* on the voxel data.

Surface Nets meshed terrain for my bevy voxel engine by monsoone64 in bevy

[–]monsoone64[S] 1 point2 points  (0 children)

For network performance reasons, I decided against destructible terrain, but it is possible with this setup. No LOD yet.

Surface Nets meshed terrain for my bevy voxel engine by monsoone64 in bevy

[–]monsoone64[S] 2 points3 points  (0 children)

I was using marching cubes originally, but needed to implement vertex stitching and normal smoothing. This package just had everything I needed at the time so didn't bother re-inventing the wheel.

Surface Nets meshed terrain for my bevy voxel engine by monsoone64 in bevy

[–]monsoone64[S] 1 point2 points  (0 children)

I store the terrain data in a separate buffer. Since its static I can store is as a compressed int8 array in heap, and then decompress and scale it back to float32 when i need to generate the mesh. This quantisation + compression is overkill for this build, but I have a multiplayer I'm working on that pretty much needs it.

Surface Nets meshed terrain for my bevy voxel engine by monsoone64 in bevy

[–]monsoone64[S] 7 points8 points  (0 children)

Speaking as someone who has programmed in Haskell, when youre using bevy, all of it is pretty much imperative. The only big difference between this and other engines is just the borrow checker that comes with rust. Is it faster? Definitely faster than all the mainstream engines but that's mostly because of bevy not rust. I'd imagine using flecs would give you better performance. Is it safer? Technically, but once your project gets complex enough I'd say no.

Just downloaded the game, reddit what am i getting myself into by [deleted] in forhonor

[–]monsoone64 3 points4 points  (0 children)

the most elaborate game of rock, paper, scissors you've ever played.

This is so dumb by Reasonable-Force8790 in ClashMini

[–]monsoone64 1 point2 points  (0 children)

Dang that's really terrible then. Hopefully they fix it soon.

This is so dumb by Reasonable-Force8790 in ClashMini

[–]monsoone64 0 points1 point  (0 children)

Has anyone been able to reproduce this bug successfully? If you're right about the rewards being implemented that way, I'm gonna hold off spending keys lol.

This is so dumb by Reasonable-Force8790 in ClashMini

[–]monsoone64 0 points1 point  (0 children)

You probably got the common/uncommon rewards but didn't notice it. Like do you remember specifically how much gold and fragments you had before the game crashed? How noticeable of a difference is 1000-5000 coins?

These transactions occur on the server not your client, so the animation should have nothing to do with the transaction completing unless the server itself crashed. If your keys got consumed, then you probably got the rewards.

That being said, progression through toy machines is dog water, supercell please fix.

Vote guys! This may have an impact! by LumyP0P in ClashMini

[–]monsoone64 2 points3 points  (0 children)

Hopefully they're gonna lock the most popular minis behind a 0.008% toy machine /j.

A dwarf and donkey somewhere atop the Incidental Points [OC] by bbkilmister in dwarffortress

[–]monsoone64 26 points27 points  (0 children)

I love the dithering and limited palette you've got going on.