After I saw a few games on the forums with infinite procedural worlds, I decided to try and make the game I always wanted to make, but had thought would not be possible in the BGE.
This game is about survival in the wilderness, as I picture being stranded in the middle of nowhere with only very simple supplies.
Screenshots:
What you are seeing is infinite procedural forest. It’s running at stable 60 fps and I have terrain LoD, water (martinsh’s), trees, ground plants, procedural ground texturing, and more biomes coming later
Right now I’m going to start working on the gameplay part of it, so I’ll be posting more pictures and hopefully some videos soon aswell.
Wow, this looks very nice :D. What sort of computer are you running it on, am interested as I remember people attempting a forest scene a while back. It was very hard to make it look good but get a nice FPS, so good job. What sort of gameplay are you thinking of? Will it sort of be like a realistic minecraft or will there be things that set it apart(Apart from great graphics :D). It looks good though, good luck!
Pure Awesomeness!!!
I like your small forest, and your skill with the texturing is even growing!
I don’t know how you’re doing your LOD, for trees or otherwise, so, I’ll tip you a small idea I had and will implement. It’s a faster LOD system. I’ll use a simple plane to exemplify:
Have your planes ready like for 4 to 64 polies planes.
On spawn of the first plane, generates the other planes, via libnew, then append them to a list in the first plane.
As you move closer or further from the plane, just take the next or the previous mesh from the list and replaceMesh it.
It’s fast because, all meshes are created at once but not displayed (takes up more memory and gives you a small lag on creation if the terrain/object is big). As it runs, it only checks for distances and uses a replaceMesh operation. The distance check can be skipped if you place the patches in a dict (for terrain) and use the player’s absolute position as keys to select the active patch to check positions from!
But, well, there’s a built-in LOD system in the BGE, never tried it yet, but I guess it might not work with procedural generated maps if it doesn’t create new meshes.
Solarlune - Yes, multiplayer will be a major focus of the gameplay.
Spike1 - I’m running it on Asus RoG laptop. Nvidia GeForce gtx 660m 2GB graphics, however I still get a pretty stable 60 fps with battery saver mode on. The gameplay has not been full decided on, but basically I plan on it being a survival simulator type of thing, so maybe a bit like minecraft, just more realistic survival.
torakunsama - At the moment, I’m using the built-in LoD for the trees, but everything else is using my own and I’m fairly satisfied with it. The terrain LoD is fairly complicated and I spent a lot of time optimising it, and I’m pretty happy with how it is at the moment.
Here’s a small video showing what I’ve got at the moment:
That’s very interesting, I’ve subscribed as I’m curios to see the progress of this project.
Could someone provide some links that explain the basics of creating a procedural world (if there’s any)?
What about making each tree item have a hidden copy of the tree on another layer, but made of pieces of the tree, and have a script that parents all pieces that dont fall off, leaving the dynamic nonparented piece to fall off the tree?
Swap objects on impact of ax, and parent pieces that are not falling off?
I am not sure how LOD ready it would be, but would be nifty.
Finally, a tree that falls once its trunk is severed. That picture is rather comedic. I like how the tree is almost laying there in defeat. Been watching this, keep on developing! Best of luck.