Visual development diary of Darwinia
- chrisvarns
- level1
- Posts: 69
- Joined: Wed Sep 11, 2002 6:58 pm
- Location: Northants, UK
elDiablo wrote:This is friggin' amazing!!! Sod whatever else you have planed! Release this as an animation engine and make videos with it!!!! >_<
To make it looks more like the poor results of someone messing around with an heightmap terrain...
...they knew why they dindn't use that
As for the random generated missions: it is nearly imossible to genearate Maps for Darwinia that actually are fun, since they need a solid (= exploit secure) structure and nice objectives.
But perhaps the maps for the multiplaer modes will be more "generatable" and if Iv will make some AI support, we will see some of those.
- Lord_Doskias
- level4
- Posts: 603
- Joined: Sat Jul 10, 2004 5:08 am
- Location: over there
- Contact:
I need that graphic engine on the first six screens out there
Sheesh, I sometimes forget how excited people can get over a simple terrain engine...
What I find funny is this quote:
O_O
GIMMIE MORE BIOSPHERE DAMMIT >_<
What I find funny is this quote:
but we finally accepted that LaserTrooper versus LaserTrooper combat sucked. It was great fun to watch, but ultimately unsatisfying to control.
O_O
GIMMIE MORE BIOSPHERE DAMMIT >_<
Superpig
- Saving pigs from untimely fates
- Saving pigs from untimely fates
Superpig wrote:It doesn't look like a voxel engine to me, btw. Looks like a standard procedural heightmap system, with height-based texture blending...
Voxels can do that. I have enough examples in my hard drive to show it. Good thing IV didn't fall for that, though, and ended up with the beautifully unique engine running in Darwinia now.
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