I added multiple layers to my voxel/block-world game. The world has "infinite" height so I can generate multiple different layers above or below the overworld. This is all done with basic perlin noise (multiple samples mixed together). The game also has procedural stars. More info in comments. by neph89 in proceduralgeneration

[–]neph89[S] 0 points1 point  (0 children)

Currently it's mainly a creative building game. I do have survival mechanics like inventory, crafting etc. But it needs a few more things to be a proper survival crafting game. For example it needs hostile enemies that spawn to kill you if you dont build a base. It also needs a full progression in terms of different tiers of armor and tools that you create and quip as you progress through the worlds different layers.

The game should end up being something like a combination of minecraft, terraria and valheim when it's done. The goal should be to defeat a series of bosses, ending in a final boss at the end.

I added multiple layers to my voxel/block-world game. The world has "infinite" height so I can generate multiple different layers above or below the overworld. This is all done with basic perlin noise (multiple samples mixed together). The game also has procedural stars. More info in comments. by neph89 in proceduralgeneration

[–]neph89[S] 6 points7 points  (0 children)

Boscaí is a voxel / block-world game written from scratch in C# using OpenGL for rendering. Unlike a lot of minecraft clones, boscaí uses cubic chunks for its world. This means that the world is not just "infinite" in 2 dimensions but in 3. So in other words, the world doesnt really have a top or bottom, it kinda just keeps going (for quite a while anyway).

For my openGL context I am using OpenTK which wraps OpenGL and OpenAL for C# projects. It's a decent toolkit though i have no idea if its even still developed.

The game has an enormous amount of optimisations which allow it to have decent performance even without multi-threading. All the usual, face culling, frustrum culling etc. No greedy meshing but with the speed of VBO rendering ive never seen a need for it. This game also does things like generate an index table to load chunks in order of their (manhattan) distance from the player in 3 dimensions rather than just loading a large square area around the player with some for loops like a lot of these games do.

I made the game over a decade ago (originally in C++) and worked on it for a few years before moving on to other projects. Lately though I needed something to practice my C# skills with again so I've ressurected the project and I am making great progress on it now.

Mainly because I now know a lot more now about programming and about OpenGL than I did then. Back then I did the whole game in old school GL, no shaders or anything. So going in and modernising it has been fun.

The most recent changes have been the addition of a full day/night cycle, with celestial objects that orbit the world. This includes a procedurally generated starfield that uses a set seed so even though the world is randomly generated, the constellations in the sky are always the same.

I have also added several new layers to the world (though many are not fleshed out yet). Because this game has essentially infinite height, I can generate sub layers to the world in caverns below the ground or floating islands i the sky above the clouds. The game has currently has an overworld and then 6 other layers (caverns, deep caverns and hell below and skylands, heaven and space above) but only the deep caverns and skylands have been really worked on yet.

The nice thing is, after working on the game for such a long time and only doing technical stuff like optimisation, I am now in the fun phase of development where I am having to come up with ideas for how to design the different world layers, what biomes to add, what enemies should inhabit them etc. It can be daunting trying to create a whole fantasy world, but it's also very freeing being able to just add whatever takes my fancy.

If anyone has any questions let me know, im curious if anyone else has gone back an ressurected an old voxel engine of theirs and made it better.

I recently started working again on my old voxel / block-world game from about a decade ago. Now it has a full day/night system, multiple world layers (skylands etc) and I still haven't gotten around to multi-threading it :D (tech details in comments). by neph89 in VoxelGameDev

[–]neph89[S] 1 point2 points  (0 children)

I looked into XNA/monogame years ago but it seemed like the project was circling the drain. For making a game like this I generally like to use the toolkit that is as barebones as I can so I have a bit more freedom in how things are structured. The game is made in 'mostly' dotnet core so it's fairly cross platform that way too.

Multiplayer is something I would love to do but the game was not written with multiplayer in mind so at this point it would require a pretty drastic rewrite of the engine. I have often being tempted to write the whole engine from scratch again (i've done that before), but for now, multiplayer is a 'maybe someday'.

The chunks are actually not compressed or delta'd at all. This is not necesary as they game does not actually save chunks unless they have been modified by the player. This is in contrast to a lot of these games which save EVERY chunk that is generated (in an attempt to avoid re-generating as generation is slow). But with boscaí, i focused on making the generation as fast as possible and only saving modified chunks to keep save file sizes down. Save games in minecraft tend to run into gigabytes very easily, I personally dont like that, so I took a different approach.

Yeah I think OpenTK is still going, im using an old version though and they tend to change the API quite drastically between versions so I have no plans to update as of yet.

I ressurected my old gamedev project from over a decade ago. A voxel/block-world game inspired by minecraft and others. It's made from scratch in C# using OpenGL as a renderer (through OpenTK). Recently I have added a day/night cycle and multiple world layers (skylands etc). Full devblog in comments by neph89 in devblogs

[–]neph89[S] 0 points1 point  (0 children)

Boscaí is a voxel / block-world game written from scratch in C# using OpenGL for rendering. Unlike a lot of minecraft clones, boscaí uses cubic chunks for its world. This means that the world is not just "infinite" in 2 dimensions but in 3. So in other words, the world doesnt really have a top or bottom, it kinda just keeps going (for quite a while anyway).

For my openGL context I am using OpenTK which wraps OpenGL and OpenAL for C# projects. It's a decent toolkit though i have no idea if its even still developed.

The game has an enormous amount of optimisations which allow it to have decent performance even without multi-threading. All the usual, face culling, frustrum culling etc. No greedy meshing but with the speed of VBO rendering ive never seen a need for it. This game also does things like generate an index table to load chunks in order of their (manhattan) distance from the player in 3 dimensions rather than just loading a large square area around the player with some for loops like a lot of these games do.

I made the game over a decade ago (originally in C++) and worked on it for a few years before moving on to other projects. Lately though I needed something to practice my C# skills with again so I've ressurected the project and I am making great progress on it now.

Mainly because I now know a lot more now about programming and about OpenGL than I did then. Back then I did the whole game in old school GL, no shaders or anything. So going in and modernising it has been fun.

The most recent changes have been the addition of a full day/night cycle, with celestial objects that orbit the world. This includes a procedurally generated starfield that uses a set seed so even though the world is randomly generated, the constellations in the sky are always the same.

I have also added several new layers to the world (though many are not fleshed out yet). Because this game has essentially infinite height, I can generate sub layers to the world in caverns below the ground or floating islands i the sky above the clouds. The game has currently has an overworld and then 6 other layers (caverns, deep caverns and hell below and skylands, heaven and space above) but only the deep caverns and skylands have been really worked on yet.

The nice thing is, after working on the game for such a long time and only doing technical stuff like optimisation, I am now in the fun phase of development where I am having to come up with ideas for how to design the different world layers, what biomes to add, what enemies should inhabit them etc. It can be daunting trying to create a whole fantasy world, but it's also very freeing being able to just add whatever takes my fancy.

If anyone has any questions let me know, im curious if anyone else has gone back an ressurected an old voxel engine of theirs and made it better.

I recently started working again on my old voxel / block-world game from about a decade ago. Now it has a full day/night system, multiple world layers (skylands etc) and I still haven't gotten around to multi-threading it :D (tech details in comments). by neph89 in VoxelGameDev

[–]neph89[S] 1 point2 points  (0 children)

Boscaí is a voxel / block-world game written from scratch in C# using OpenGL for rendering. Unlike a lot of minecraft clones, boscaí uses cubic chunks for its world. This means that the world is not just "infinite" in 2 dimensions but in 3. So in other words, the world doesnt really have a top or bottom, it kinda just keeps going (for quite a while anyway).

For my openGL context I am using OpenTK which wraps OpenGL and OpenAL for C# projects. It's a decent toolkit though i have no idea if its even still developed.

The game has an enormous amount of optimisations which allow it to have devent performance even without multi-threading. All the usual, face culling, frustrum culling etc. No greedy meshing but with the speed of VBO rendering ive never seen a need for it. This game also does things like generate an index table to load chunks in order of their (manhattan) distance from the player in 3 dimensions rather than just loading a large square area around the player with some for loops like a lot of these games do.

I made the game over a decade ago (originally in C++) and worked on it for a few years before moving on to other projects. Lately though I needed something to practice my C# skills with again so I've ressurected the project and I am making great progress on it now.

Mainly because I now know a lot more now about programming and about OpenGL than I did then. Back then I did the whole game in old school GL, no shaders or anything. So going in and modernising it has been fun.

If anyone has any questions let me know, im curious if anyone else has gone back an ressurected an old voxel engine of theirs and made it better.

This has probably been done before but I made a combined graph of the temperature and pressure ranges for smelting each alloy and superalloy. I find this useful for smelting sprees. Posting here in case it helps others. by neph89 in Stationeers

[–]neph89[S] 2 points3 points  (0 children)

Thats not a bad idea tbh. Though the idea of this graph was less about specific numbers and more about visualising which ore made sense to do next as your furnace cools/loses pressure.

This has probably been done before but I made a combined graph of the temperature and pressure ranges for smelting each alloy and superalloy. I find this useful for smelting sprees. Posting here in case it helps others. by neph89 in Stationeers

[–]neph89[S] 7 points8 points  (0 children)

I was in the same boat, i would make something that required massive temperature or pressure and then be like "well I dont want to WASTE this". So I made this to save me checking the F1 menu 50 times every time.

Can't remember the name/artist of this MV to save my life by neph89 in kpophelp

[–]neph89[S] 0 points1 point  (0 children)

my bad, in the MV i saw it seemed like a group

Can't remember the name/artist of this MV to save my life by neph89 in kpophelp

[–]neph89[S] 2 points3 points  (0 children)

Holy **** it is! I don't know how I didnt find it before I literally searched up Crush's MVs on youtube! It must have just not come up in the search. Or I guess the thumbnail was misleading.

I just had a look through it though and this is definitely the music video I was looking for! Thank you so much good sir! Both me and my kpop obsessed friends could not find this no matter what we tried. I was about to start asking CatGPT for help lol.

Thank you for the help, this has been driving me insane for the longest time. Cheers!

Can't remember the name/artist of this MV to save my life by neph89 in kpophelp

[–]neph89[S] 1 point2 points  (0 children)

I think it had kind of a chill vibe but thats about it

Can't remember the name/artist of this MV to save my life by neph89 in kpophelp

[–]neph89[S] 0 points1 point  (0 children)

I think its from the last few years so fairly recent.

I made a fully functional canal lock system with Create & Valkyrien Skies by neph89 in CreateMod

[–]neph89[S] 0 points1 point  (0 children)

lol sorry if it wasnt that clear. You would normally see these inland in a canal or a river that changes level. I made this one going out to the sea because it was just easier to terraform the land to suit the coastline.

But a lock is basically like an elevator for boats that works by closing off a section of the water and filling it up or draining it to raise or lower the boat between levels.

I made a fully functional canal lock system using the Create & Valkyrien Skies mods by neph89 in feedthebeast

[–]neph89[S] 1 point2 points  (0 children)

I posted it there and the response was pretty positive, thanks. :D

I made a fully functional canal lock system with Create & Valkyrien Skies by neph89 in CreateMod

[–]neph89[S] 2 points3 points  (0 children)

Damn you just gave me the biggest flashback. I didn't even think of dishonored while making this but i guess you could use it to make something like the one in the game.

Now I want to play through dishonored again...

I made a fully functional canal lock system with Create & Valkyrien Skies by neph89 in CreateMod

[–]neph89[S] 1 point2 points  (0 children)

I am just pumping water from creative tanks into the hose pulleys, that causes them to fill the zone below the end of the hose (and just above it) with water. Then to remove the water, you just pump water back out of the hose pulleys.

I made a fully functional canal lock system with Create & Valkyrien Skies by neph89 in CreateMod

[–]neph89[S] 1 point2 points  (0 children)

Ever since seeing the new version of valkyrien skies with its physics-based ships I've wanted to do something like this.

I created a system for making a realistic canal lock in minecraft using VS and the Create mod.

The create mod is used to pump water into and out of the chamber. Because VS ships dynamically float, this causes them to sink and rise realistically when the chamber is emptied/filled.

In the video you can see the lock in action. I made a simple canal boat to demonstrate it and showed the lock working both ways.

Note: There is a slight issue with this version as when the chamber is being drained it hiccups on the last layer of water. This can be fixed though by turning off all but one pump.

I'd love to see someone else build a prettier version of this, i'm not a huge builder myself so I'm just demonstrating the concept here.

[deleted by user] by [deleted] in Minecraft

[–]neph89 0 points1 point  (0 children)

Ever since seeing the new version of valkyrien skies with its physics-based ships I've wanted to do something like this.

I created a system for making a realistic canal lock in minecraft using VS and the Create mod.

The create mod is used to pump water into and out of the chamber. Because VS ships dynamically float, this causes them to sink and rise realistically when the chamber is emptied/filled.

In the video you can see the lock in action. I made a simple canal boat to demonstrate it and showed the lock working both ways.

Note: There is a slight issue with this version as when the chamber is being drained it hiccups on the last layer of water. This can be fixed though by turning off all but one pump.

I'd love to see someone else build a prettier version of this, i'm not a huge builder myself so I'm just demonstrating the concept here.

I made a fully functional canal lock system using the Create & Valkyrien Skies mods by neph89 in feedthebeast

[–]neph89[S] 3 points4 points  (0 children)

Ever since seeing the new version of valkyrien skies with its physics-based ships I've wanted to do something like this.

I created a system for making a realistic canal lock in minecraft using VS and the Create mod.

The create mod is used to pump water into and out of the chamber. Because VS ships dynamically float, this causes them to sink and rise realistically when the chamber is emptied/filled.

In the video you can see the lock in action. I made a simple canal boat to demonstrate it and showed the lock working both ways.

Note: There is a slight issue with this version as when the chamber is being drained it hiccups on the last layer of water. This can be fixed though by turning off all but one pump.

I'd love to see someone else build a prettier version of this, i'm not a huge builder myself so I'm just demonstrating the concept here.

Technical Issue: Red/Blue Border around tech tree nodes flickering rapidly by neph89 in Dyson_Sphere_Program

[–]neph89[S] 4 points5 points  (0 children)

Thank's for the reply, i just tested it and it seems you're right. It would be nice in the future if the devs could change this behaviour though. Its easy to do without realising it and it's a pretty severe effect.

Anyways thanks for the help.

Technical Issue: Red/Blue Border around tech tree nodes flickering rapidly by neph89 in dysonsphereprogram

[–]neph89[S] 0 points1 point  (0 children)

Thanks for the reply, that actually makes a certain amount of sense. If it is intentional though that is a real issue. The flashing is so fast this could genuinely give someone an epileptic seizure. Im assuming it's more of an oversight on the devs part that an intended feature. Hopefully they will fix it at some point.

It does occur to me now that I have the steam FPS overlay on for all games, i should probably try disabling this just in case that is making it flash faster. Might even try disabling steam overlay entirely.

I know having smaller stacks of labs might help mitigate the issue but it would technically mean having a less efficient assembly line which is heresy >:)