Tiles metadata would be very usefull for procedural random map generation too.
Tiles should have a code ABCD corresponding to the 4 parts of the tile :
AB CD
A, B, C or D would take their values in [0:number of layers -1] and there would have (number of layers)^4 (power 4), different tiles possibles. Generation algorithm / suggesting algorithms for tile selection would then use these data for their algorithms. You could even have some themes with this.
I have started to write a particule system for my 3D engine. This collection is very usefull, great work !
One suggestion : replace black background with alpha in the package, but that is not a big deal with gimp, I just had to do this by hand for each effect.
clrg : what's your configuration (CPU, graphic card) ? I moslty test the code with chrome, I just realised than chrome's performances are way better than firefox 4 (at least on ubuntu).
Another problem I just experienced : the drawing of the 2D interface I lately added is very costly because some textures are uploaded to the graphic card each frame. I have an idea to solve this problem, I hope it will fix it !
I also lowered the view radius : less objects are drawn, this should increase performances. I'll soon add shortcuts to personalize the view and be able to hide the interface.
I was about to start implenting skills in my game and was looking for icon sets. I tought I would only find 10-20 icons...
Man you rocks ! great job ! I can already imagine the skills I will implement by looking at the icons :).
I vote for (b). Your site is awesome. I just created an account to give them an observation.
Is it possible for an anonymous user to subit here an archive containing an executable ?
Welcome here :)
Wow very nice !
Tiles metadata would be very usefull for procedural random map generation too.
Tiles should have a code ABCD corresponding to the 4 parts of the tile :
AB
CD
A, B, C or D would take their values in [0:number of layers -1] and there would have (number of layers)^4 (power 4), different tiles possibles. Generation algorithm / suggesting algorithms for tile selection would then use these data for their algorithms. You could even have some themes with this.
I have started to write a particule system for my 3D engine. This collection is very usefull, great work !
One suggestion : replace black background with alpha in the package, but that is not a big deal with gimp, I just had to do this by hand for each effect.
Last events in tunisia and egypt made me think we could have a weekly challenge themed around arabian world (pyramids, mausoleums, mumies ... ).
I like this texture pack. I use it for terrain texturing, and I have created a darker version of the earth texture for my website's background.
Great Job !
You need to have chrome 8+ to run the demo. There are some instructions here to enable webGL : http://www.khronos.org/webgl/wiki/Getting_a_WebGL_Implementation
clrg : what's your configuration (CPU, graphic card) ? I moslty test the code with chrome, I just realised than chrome's performances are way better than firefox 4 (at least on ubuntu).
Another problem I just experienced : the drawing of the 2D interface I lately added is very costly because some textures are uploaded to the graphic card each frame. I have an idea to solve this problem, I hope it will fix it !
I also lowered the view radius : less objects are drawn, this should increase performances. I'll soon add shortcuts to personalize the view and be able to hide the interface.
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