Ok, I worked on it over the weekend, and the basic terrain streaming engine is done. It probably just needs some more optimizations.
You can test it, if you really want to, but you won't be able to do much except fly around: http://www.artonis.com/dragoncraft.zip
There is three exe files in there, one is ConfigWin.exe, which you should use to set it up for your monitor and graphics. Note that it will always use OpenGL for 3D, no matter which you select.
Then there is two files for the engine:
Dragoncraft_Stream.exe
This version of the engine has a fast start, but streams the "voxel" noise data while you walk around. This has the effect that when you enter an area for the first time, it will load slow, but fast when you return to it. This also doesn't need a lot of time to start, which also means a lot larger world.
Dragoncraft_Precalc.exe
This one does the "voxel" noise calculation fully at the beginning, so it takes a while to start, but it's always smooth moving. Downside, beside the slow start is a smaller world. It could still make a larger world, but that would pretty much exponentially raise calculation time at the start.
Both create a new world every time you select "New Game".
Bug reports and impressions are welcome. Critique... Well, it's very early, so there isn't much to say.
You might want to force anti-aliasing and anisotropic filtering in your graphics card control panel, since the game doesn't have any settings for that yet.
You can test it, if you really want to, but you won't be able to do much except fly around: http://www.artonis.com/dragoncraft.zip
There is three exe files in there, one is ConfigWin.exe, which you should use to set it up for your monitor and graphics. Note that it will always use OpenGL for 3D, no matter which you select.
Then there is two files for the engine:
Dragoncraft_Stream.exe
This version of the engine has a fast start, but streams the "voxel" noise data while you walk around. This has the effect that when you enter an area for the first time, it will load slow, but fast when you return to it. This also doesn't need a lot of time to start, which also means a lot larger world.
Dragoncraft_Precalc.exe
This one does the "voxel" noise calculation fully at the beginning, so it takes a while to start, but it's always smooth moving. Downside, beside the slow start is a smaller world. It could still make a larger world, but that would pretty much exponentially raise calculation time at the start.
Both create a new world every time you select "New Game".
Bug reports and impressions are welcome. Critique... Well, it's very early, so there isn't much to say.
You might want to force anti-aliasing and anisotropic filtering in your graphics card control panel, since the game doesn't have any settings for that yet.
Category Screenshots / Fantasy
Species Unspecified / Any
Size 1280 x 768px
File Size 407.8 kB
Not to butt in, but there was some conversation about potential content on the comments in the last WIP version. Scroll down just a bit on this one: http://www.furaffinity.net/view/6706469/
Nothing is set in stone yet, but we're keeping in mind all that everyone's said so far! Basically the only things we know for sure are that you will be playing a dragon, you will gather stuff, and you will fight stuff.
<-- Artonis's wifey, who is doing a lot of/most of the story stuff for the game so as to free up his royal Code-i-ness.
Nothing is set in stone yet, but we're keeping in mind all that everyone's said so far! Basically the only things we know for sure are that you will be playing a dragon, you will gather stuff, and you will fight stuff.
<-- Artonis's wifey, who is doing a lot of/most of the story stuff for the game so as to free up his royal Code-i-ness.
My somewhat dated laptop couldn't handle it haha. Even at the lowest settings I got to 1 FPS whenever I looked at the terrain. Maybe I'll try it again on my desktop later. Maybe a few more graphics options to allow less distance to be rendered? Or maybe start the character on the ground. I think part of the problem was spawning in the air and seeing all the land at once. Anyway, looks like a good start. Can't wait to see more of this! ^^
My first impression is that this has potential. I will say that your terrain code looks tons better above ground than Minecraft's. Though depending on what you're wanting to do with this system, the underworld terrain seems a little sparse. There are only a few small caves, and that's about it. Not a terrible thing, but if you're looking to develop a sort of ecosystem down there, or a ton to explore, its not much. But once again, I have to say, the terrains that this program made above ground could lead to some interesting possibilities.
Performance wise, I'd say that it really depends on what you're looking for the whole thing to do later. If you want that unending feel of Minecraft, go with the slower chunk generator. The pre-calculated system ran darn fast for me after it loaded, but it didn't take long to find the boundaries of the world. Flying around in a world like that I would feel boxed in.
Anyway, I'm cheering you on, this looks pretty cool. If you need more testing and whatnot, I'd be more than happy to help. I'll try to keep my enthusiasm in check, otherwise I'll be rambling suggestions all day long. Keep it up!
Performance wise, I'd say that it really depends on what you're looking for the whole thing to do later. If you want that unending feel of Minecraft, go with the slower chunk generator. The pre-calculated system ran darn fast for me after it loaded, but it didn't take long to find the boundaries of the world. Flying around in a world like that I would feel boxed in.
Anyway, I'm cheering you on, this looks pretty cool. If you need more testing and whatnot, I'd be more than happy to help. I'll try to keep my enthusiasm in check, otherwise I'll be rambling suggestions all day long. Keep it up!
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