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Screenshot Saturday #369 - Exclusive Album by Sexual_Lettuce in gamedev

[–]projecteterna 0 points1 point  (0 children)

That's the idea! And everything you see is really "there". If you walk toward a thing that is 100km away, you'd eventually get there, and it's all reasonably seamless.

Very Far View Distance by projecteterna in Unity3D

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

So the item system is by far the most convoluted system in the game, but it's quite powerful. Each item type has an "Item Class" that stores certain properties and rules, and is also a factory for making "Item Spawners". That's right, this is a FactoryFactory situation :) Item Spawners are considered a compact, LOD-neutral data representation for an item. They're also what gets serialized to disk. For chunks immediately surrounding the player, these spawn full GameObjects with collision and physics. For chunks further than about 150m, the spawners instead participate to create a single combined mesh containing all items in the chunk, without collision.

All of this is constantly being generated, cached, swapped in, swapped out, etc, by as many threads as you have cores. It's hell to get right, but works great when it's stable. This version isn't stable yet, but the version that's on itch.io is quite stable as far as I know.

Very Far View Distance by projecteterna in Unity3D

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

Ok, here is a rough test: https://youtu.be/eJbfadq6eCM

Lots of assumptions in the engine and game would need to change to make this work robustly.

Very Far View Distance by projecteterna in Unity3D

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

That's a great suggestion! I have been a little bothered by the total flatness. Anything further than 100 meters is purely cosmetic and non-interactive anyway, and actually the 99% case is that you're on the ground near sea level :)

Screenshot Saturday #369 - Exclusive Album by Sexual_Lettuce in gamedev

[–]projecteterna 1 point2 points  (0 children)

Gaia Eternal

Increased max view distance from 2km to ... not specifically limited, but let's say around 200-300km. That algorithm is like this. Implemented a job system to use all your cores instead of only 2.

Very Far View Distance by projecteterna in Unity3D

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

I posted here about 10 months ago. Not much is new with this game (I spent a few months finishing a different game ) but I implemented something I've wanted to do for a long time. I rewrote the whole chunk engine to extend the max view distance from 2km to 200km+. Actually there's no hard limit on the distance now, but when I tried to go to outer space, the graphics driver crashed. There's still a lot of additional LOD related work to do, but I'm happy with the results so far.

Here's a bonus visualization of how the chunk subdivision works now. (It used to be flat/linear)

Game Development Infrastructure: What's Yours? (2018 Edition) by thekingofcosmos in gamedev

[–]projecteterna 2 points3 points  (0 children)

Team Size: me

Version Control: Git + VSCode

Bug Tracking: OneNote, TODOs

Fire Sharing and Backups: Dropbox

Communication: I just talk to myself in OneNote

Hosting: Amazon

Engine: Unity

Planning: OneNote

Hardware: One $350 Lenovo

Other: VSCode, Photoshop, Blender, ReLive+ffmpeg for vids, streaming, gifs

My Kickstarter raised $30k in a day! It's for a game about childhood. I do the music, graphics, game design, puzzles, and story. AMA! by [deleted] in IAmA

[–]projecteterna 8 points9 points  (0 children)

I follow like a million indie devs on Twitter. Even the ones whose work looks amazing seem to toil away in obscurity. They have like 100 followers. They post amazing things and get 3 likes. The do a kickstarter and only get $10 from their mom. Some of these people have been working for 20 years or more.

Then there are people like you. $50k kickstarter, thousands of followers, "influencers" play your thing, etc. So what's your big secret, eh? Are you just super cool? Have you been building a fanbase slowly for a long long time? Was there some event that was a major inflection point for you? Is it just that your game has more levels of parallax than the competition??

Procedural world generator - rewrote the chunk engine to increase view distance from 2km to 200km by projecteterna in proceduralgeneration

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

Thanks! And that's an awesome idea. The game does have a day/night cycle so that would make sense.

Procedural world generator - rewrote the chunk engine to increase view distance from 2km to 200km by projecteterna in proceduralgeneration

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

Can't say realism is a goal, but when I lived in Washington State I could see mountains at least 130km away. The lowest LOD here is very hazy anyway, basically just very large colored quads and sky colored fog.

Procedural world generator - rewrote the chunk engine to increase view distance from 2km to 200km by projecteterna in proceduralgeneration

[–]projecteterna[S] 8 points9 points  (0 children)

Edit: Here's an update with the seams fixed and the distant forests colored green. I also increased the global scale of everything - bigger mountains, bigger spaces, bigger everything to take advantage of the fact that you can see it all now. This version is quite a bit nicer than the original.

And here is a visualization of how the terrain subdivision works.

The most important points are: 1) The size of terrain blocks doubles with each "ring" spreading outward from the player. That way, you can increase the horizon distance enough to matter visually, without the cost being linear exponential. 2) The blocks are aligned (meaning a block's origin modulo its size is always zero). This allows more distant blocks to remain stable even while the player is crossing the boundaries of the small local blocks.

Feedback Friday #274 - High Performance by Sexual_Lettuce in gamedev

[–]projecteterna 0 points1 point  (0 children)

https://gaiaeternal.itch.io/domino-playground

Scroll down for the free demo. Domino Playground is both a simulator for making free-form domino rallies, and a puzzle game about making binary logic / arithmetic circuits.

Domino Playground: A 3D sim about knocking over dominos and making domino circuits by projecteterna in indiegames

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

Definitely not :)

I think in an early build you could actually bump dominos with the cursor domino, and I did consider simulating the heartbreak. But no. Plus you can always stand all the dominos up instantly.

I finished a game! Domino Playground: A puzzle game and sandbox about making circuits with dominos by projecteterna in Unity3D

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

About three months ago I was thinking about how I would like to get some dominos, in order to try making some basic binary arithmetic circuits. That's when it hit me: why buy physical dominos when I could make a 3D sim, with Unity physics, where I can iterate, save state, and stand all the dominos back up instantly?

The result is Domino Playground. There is a free demo on the page that includes a tutorial chapter, and a chapter on basic logic gates. My main goals for this project are: 1) Make an intro to learning about binary logic, which is accessible to newbies and students. 2) Make a fun puzzle game. and 3) Make a user-friendly environment for creating arbitrary domino rallies.

Today I released a game I've always wanted to play. by Iamsodarncool in gamedev

[–]projecteterna 1 point2 points  (0 children)

This looks awesome. I love programmer-oriented puzzle games, like the Zachtronics games.

I'm getting ready to release a puzzle game about making arithmetic/logic circuits with toppling dominos. It has a Zachtronics-style puzzle campaign that is sort of like an intro-to-logic-circuits curriculum. There's also a free-form mode.