Things are progressing, step by step.

Here a little video showing the premisses of unit's path planification.

webshinra boosted

I forgot a little to give update here.

Everything is going all right, and after a lot of architectural work, I'll began to implement the gameplay soon :)

webshinra boosted
webshinra boosted

À 19h15 (heure de paris GMT+1), je ferais du
en sur mon jeu. Il est envisageable qu'on dérive à la fin sur exapunks, qui est sorti DRM Free sur .

(c'est sur )

webshinra boosted

Do you remember when I said my shadow system was working correctly?

Well, I discover later that half of the shading was is fact missing.

Se here it is, after a to-complex-for-such-a-dumb-thing refactoring of that system, a really correct ambient occlusion system.

Bon, le retour du
en toujours. Et il est même possible qu'on croise un dangereux prédateur (c'est ~maintenant).

Wesh les gens, ce soir je fait un ou je programme du jeu. C'est en Rust, en français, à 19h15 et c'est sur
Donc, c'est une première, ça pourrait cafouiller. Mais on va essayer de gérer les interactions entre la souris et la carte.

Ok, my shadow system work correctly \o/

Itallow me to exhaustively test the coordinate system (cubic/offset coordinate conversion) which used to have some weakness :p

Ok, I may be trying to get a correct mental image of «how to correctly integrate radar» in my game :P

(It may be because it's easier for me to fast-read in French, but a lot of the interesting stuff I found is in that language)

being silent does not necessary mean being inactive. I've worked hard on the architecture (now based on a «parallel Entity Component System» model) , and adapted my guile-based rendering system to my Rust engine.
And I use it for the 2d ambient occlusion system.

I join here a small preview before/after.

webshinra boosted
webshinra boosted
webshinra boosted

@deathofdevil for handeling hexagon, this article contain everything required :

To generate good looking tile, looking at the data (and the source) of Wesnoth ( is a very good inspiration, they do it right.

For, generating tile using blender, I 'improvise' with it, using a insometric camera I share between every sprite (and use python for rendering batch).

Someday I'll probably take the time to write an article about it, but it may be in French.

A quick unit sprite rendering test (for fun and testing transparent shadow generation with blender cycle).
Now I «just» have to correctly handle the unit concept on the software side.

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