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AppGameKit Showcase / AGK World Builder

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Rick Nasher
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 12th Feb 2019 16:47
Seen your vid on YouTube and I like the way the character stirs the grass patches while walking through.
Always wondered how that would work, but I'm guessing collision with individual grass patch objects stored in an array?
Santman
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Joined: 15th Sep 2011
Location: Inverness
Posted: 12th Feb 2019 17:28
It's quite basic, but at least it adds some interactivity.

There's probably a lot of ways, but that's all done in the shader. I'm just passing in the location of the player, then moving the vertices an amount based on the relative distance to the player. Much faster, but I need to adjust it to account for the larger flowers as at the moment grass moves only at the feet.
Santman
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Posted: 12th Feb 2019 17:29
I've been working it in my head, think I can add Red dead style interactive snow. One for another day.
Rick Nasher
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Location: Amsterdam
Posted: 13th Feb 2019 11:28
That'd be pretty awesome cowboy. cool as an
Santman
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Posted: 14th Feb 2019 02:20
We'll see....may do it as a standalone tech demo one day and just fir it out there to see what people do with it.

For now, another little update:
14/02/19
• Improved camera clipping routine for game character
• Added basic grass interactivity – now moves when the player character is within a certain distance
• Added detail laying to landscape – paint directly onto the landscape to make every part totally unique, with solid colours or actual textures!
• Fixed camera issues – no more “judder” or clipping, camera no longer gets stuck in the ground
• Fixed grass to render colour texture under the plotted grass only
• Fixed tri-planar projection to use pixel lighting and work with shadows
• Fixed water shader to use lighting correctly at night
• Fixed saving to include grass maps
• Added ocean height map and shore foam
• Added ocean wave height based on height map

The video below shows the automatic coastline generation is action (on a low quality 1024*1024 resolution), based on a generated height map. Waves height adjusts based on proximity to the shore as well, so it’s choppy out to sea, and calmer near the shore. I feel this adds far more "life" to water. Later I’ll make it interact with the player as well (going to add a boat).

Santman
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Joined: 15th Sep 2011
Location: Inverness
Posted: 26th Feb 2019 09:47 Edited at: 23rd Apr 2019 21:17
Not much to show lately, been doing a lot of interface work and redesigning the way the landscape shader works, but it's almost done in an early useable state. Just adding a small roadmap for myself.

*add ability to import a heightmap (REQUESTED)
*add support for multimesh/multi image models TOP 3
*add ability to load/save multiple world's through editor
*fix editing objects- correct placement to use floating calcs, adjustable editing speed TOP 3
*add ability to move individual vertices
*add normals and lighting to ocean
*add ocean menu - exclusion zones where ocean won't render TOP 3
*add ability to toggle ocean off or on
*add seperate land based water objects - different shader
*add placeable lights
*add placeable collison shapes
*fix sky - sun and moon images
*fix sky - glare around clouds
*rework lighting
*fix editing across landscape chunks to be seamless SO MUCH WORK!!!!
*fix normals across entire landscapes to address seams
*add sound image (sounds play based on ground type) - POSSIBLE, MORE GAME CONTENT THAN EDITOR
*add multiple editing brushes for painting, grass zoning etc
*add ability to place two path types, two grass types (per chunk)
*possible - add additional 4 layers of painting - MAYBE - FIGURED OUT A WAY TO COMPRESS IN 4 MORE TEXTURES.....WILL SEE
*add AI pathmap generation - POSSIBLE, MORE GAME CONTENT THAN EDITOR
*add toggle for landscape to use burned shadows where time of day doesn't need adjusted
*add render exclusions for small objects in the distance
*look at more efficient storage of landscape for mobiles
*add tooltips
*texture loading optimisation

After this I need to look at the final export build to the everything together, do a final tidy of the world, then merge common objects to maintain speed. Hopefully this weekend I'm getting a build out to someone else for testing, so will see how that goes.

After this......focus on making a game!
Ortu
DBPro Master
11
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Joined: 21st Nov 2007
Location: Austin, TX
Posted: 26th Feb 2019 19:40
Quote: "based on a generated height map. Waves height adjusts based on proximity to the shore as well, so it’s choppy out to sea, and calmer near the shore"


Yeah that's a nice touch
http://games.joshkirklin.com/sulium

A single player RPG featuring a branching, player driven storyline of meaningful choices and multiple endings alongside challenging active combat and intelligent AI.
Santman
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Location: Inverness
Posted: 26th Feb 2019 21:22
Thanks Ortu - it looks ok, but not quite what I had hoped for, but I'll work on it.
Santman
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Joined: 15th Sep 2011
Location: Inverness
Posted: 4th Mar 2019 12:13
So I've made a few "quality of life" improvements, and done a fair bit of work on the interface.

I have one person willing to test it, but I'm looking for a few others....for now I think about 5 is enough. Rik, you mentioned before you were interested.....still up for it?

To be clear, what you will get is:
Access to the editor
Some very limited assets (not all mine) to test with it
A very early version, with lots of bugs and issue to be worked on - that's what I want help identifying....what will make it better

What you won't get (yet):
Any code to allow you to use creations outside the editor

This is really a test of the ability to create the landscape and object placement for now. Currently. Obj and .x objects are supported, with animation in the .x format. I'll share it as a link to a One drive so that updates can be put in there.

Anyone interested, shout here or message.
Rick Nasher
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Location: Amsterdam
Posted: 4th Mar 2019 19:18
Absolutely interested.
Santman
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Location: Inverness
Posted: 4th Mar 2019 21:21
Excellent. I'll pm you.
Santman
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Posted: 17th Mar 2019 13:35
So the alpha is with a few people, but some fixes since the last update:

24/02/19
• Interface re-skin
• Interface added for general editing
• Chunk textures now independent – visible on interface
• Chunks now use 4 basic textures – one base and 3 which can be drawn
o Interchangeable as wished in real-time
o Automatic atlas texture creation
• Added ability to fix normal for current chunk, or all chunks by holding shift
• Added keyboard shortcut to refresh water height map
• Fixed height maps for empty ocean areas
• Fixed distant water flicker by integrating fog to water depth
• Reworked lighting – more consistent across landscape and objects now
• Added basic normal effect to landscape
• Added multiple paint brush types to landscape painting
• Added additional wave foam effect to ocean waves based on height
• Land sculpting now faster
• Added ability to save multiple worlds with different names
• Added custom file browser
• Added custom message window
• Added check to prevent accidentally saving over an existing world
• Added world boundary indicator
• Added additional depth to ocean
• Added ability to paint grass and paths with different brushes
• Added ability to change default base grass and path textures for each chunk
• Added support for 3 path textures
• Fixed glitch moving screen angle after entering layer edit mode
• Fixed crash swapping modes when already in one mode
17/03/19
• Fixed bug when editing out of bounds of the world
• Fixed shadows and empty world at right and top most boundaries
• Added tooltips
• Fixed game mode not hiding interface correctly
• Added additional help text
Santman
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Posted: 23rd Apr 2019 21:17
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