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Re: Procedural maze generator

PostPosted: 18 Oct 2015, 20:21
by eugeneloza
Finally I'm done with Tile Manager (or, rather one of its parts). Some works on light management (still buggy).
slights.jpg

sBestLights.jpg

Re: Procedural maze generator

PostPosted: 27 Oct 2015, 21:14
by eugeneloza

Re: Procedural maze generator

PostPosted: 02 Nov 2015, 21:45
by eugeneloza
A (failed) test of the new unfinished cave tileset. I don't like the way the cave looks. However, it provided a good test for 'curved faces' and 'composite tiles' modeling.
I should make something more anthropomorphic for now (e.g. a library to test placeholders at their max)... But that one's gonna be a hell of texturing... :?

youtu.be/PsFleC1KBe8

Re: Procedural maze generator

PostPosted: 03 Nov 2015, 13:53
by charlie
You might call that failed but I think it looks pretty good already.

Re: Procedural maze generator

PostPosted: 04 Nov 2015, 13:56
by Danimal
it looks pretty nice indeed, dont get discouraged by yourself, that cave tileset is as good as any comercial one from the same genre

Re: Procedural maze generator

PostPosted: 04 Nov 2015, 14:06
by eugeneloza
No-no-no :) Maybe it's fine from modelling side, it requires a different (smoother) shader. Now those loose triangles... yeeek
I've started a library tileset :) I hope to be off with some cool result at weekends :)

Re: Procedural maze generator

PostPosted: 26 Dec 2015, 18:28
by eugeneloza
Well, practically I've failed the self-set deadline to finish the tileset by the end of the year. I lacked just maybe a few hours. In the very end when almost everything was ready, I've come across an evil bug, that stopped the progress. I already know how to fix it (and it'll be even better, than I've planned)... but that's for the next year...
I've had a possibility to run around the new tileset and really liked it. 93 tiles and ~100 map objects. That's gonna be cool. :)
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Re: Procedural maze generator

PostPosted: 08 Feb 2016, 11:51
by eugeneloza
(Practically it's already almost a game, so I'll move to projects soon :))

I'm back :) Lately I've been working hard on improving the code and the library tileset - now with placeholders.
Now you'll know why does it take so long for librarians to fetch your book!
Video:

youtu.be/PvqhzvSNByU
(smaller map, higher FPS)

youtu.be/_B_LD6OP9U8
(larger map, lower FPS)
I'll post the last code version on GitHub asap.
I've already implemented TSwitchNodes, but now I'll have to make them more efficient to provide for stable FPS (it's not hard, but will take some time).

Re: Procedural maze generator

PostPosted: 08 Feb 2016, 12:52
by Akien
Wow, it's starting to look super cool!
Now give me a sword and some goblins to slay my way through and retrieve the Amulet of Yendor! :-D

Re: Procedural maze generator

PostPosted: 09 Feb 2016, 14:22
by eugeneloza
Latest version uploaded to github!
Release (Windows/Linux): https://github.com/eugeneloza/Mazer/rel ... g/v.160208
Source: https://github.com/eugeneloza/Mazer

Re: Procedural maze generator

PostPosted: 10 Feb 2016, 18:10
by Danimal
Yeah, where are the monsters and the number crunching goodness of every good rpg? Get to it eugeneloza !!

Re: Procedural maze generator

PostPosted: 11 Feb 2016, 11:18
by eugeneloza
New version with increased & optimized FPS and several additional improvements.


youtu.be/ZKeMQah3sEA

https://github.com/eugeneloza/Mazer
https://github.com/eugeneloza/Mazer/rel ... g/v.160211

Now give me a sword and some goblins to slay my way through and retrieve the Amulet of Yendor! :-D

Yeah, where are the monsters and the number crunching goodness of every good rpg? Get to it eugeneloza !!

I'm not absolutely sure, if I want to continue with Mazer as an RPG game or finalize it as a maze game and switch for more interesting but long-term project Decoherence based on Mazer :) Practically it shouldn't take too long to make a real-time first-person dungeon crawler (Castle Game Engine is made for FPSs first of all and there is a ready code for all I might need), but still it's some additional work that takes my attention away from the main goal :) I'll have a good think about it :D
P.S. Danimal, I'd be very grateful if you could send me OpenDungeon monsters in blender format with animations :)... I'll try to include them here :D

Re: Procedural maze generator

PostPosted: 12 Feb 2016, 23:49
by Danimal
Sure, but if lazyness wins over me, you can find them all at OGA

Re: Procedural maze generator

PostPosted: 13 Feb 2016, 10:41
by eugeneloza
you can find them all at OGA

Thanks! I've thought that only Rock Golem final version is there. I'll have a look then!

Re: Procedural maze generator

PostPosted: 27 Feb 2016, 10:25
by eugeneloza
Finally I've made decent FPS at huge maps. Looks promising.

youtu.be/dTQQbGtGSMY

Re: Procedural maze generator

PostPosted: 27 Feb 2016, 19:27
by Danimal
Eugeneloza, im making a weapon pack for OD, they are very good looking even for a FPS, i wont post on OGA because of the many artists im borrowing from, but they are going at the repository as soon as they are ready. i think they will fit here very well.

Re: Procedural maze generator

PostPosted: 03 Mar 2016, 11:10
by eugeneloza
im making a weapon pack for OD

Cool. I still haven't done first-person hands for OD trailer :) But I think I can do it in parallel...
But still not sure if I need to make Mazer an RPG... or release it as a separate maze game. And use it's maze generator(s) for Decoherence (which is not real-time and no first-person weapons needed)...

New release. Now FPS does not depend on map size and it may be as huge as memory allows :)
https://github.com/eugeneloza/Mazer/rel ... g/v.160303
https://github.com/eugeneloza/Mazer

Re: Procedural maze generator

PostPosted: 03 Mar 2016, 11:31
by Akien
You're making awesome progress. This topic should be moved the Project Showcase IMO :)

Re: Procedural maze generator

PostPosted: 03 Mar 2016, 14:00
by charlie
Good point Akien. I will do that.

Re: Procedural maze generator

PostPosted: 03 Mar 2016, 14:16
by eugeneloza
Thanks! I was just intending to ask for this :)

Re: Procedural maze generator

PostPosted: 03 Mar 2016, 20:43
by Imerion
Really cool project! Looks great, good thing you moved the thread over here or I would have missed it. :)
If you do decide to add RPG mechanics, I'm sure that would be amazing, but it's better you do what you feel like and work on things you like. :)

Re: Procedural maze generator

PostPosted: 14 Mar 2016, 10:10
by eugeneloza
One tiny step for mankind, but a giant leap for Mazer :)
Overworld generation algorithm is up and working!!! Still not much to see, mostly Perlin noise by TTerrainNoise :) And far-land chunks still have no “fringe” to link them to normal chunks...
And lot's of work to do to prove that data organization structure theoretically supports huge worlds at hopefully normal FPS. The presented area is approximately 1x1 km (100x100 m high-resolution area).
Plus not very sure if it's the right overall idea, because I need semi-limited paths for my game.
Rather strange result that world generation is slow. Maybe I should use simpler alrorithms? Because my goal is 10x10 km which might take up to 10 days to generate :D at present speed.

youtu.be/OH3OyzEhpyg
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Re: Procedural maze generator

PostPosted: 23 Aug 2016, 12:01
by eugeneloza
A quick 15-minutes (2x speed) run through a large maze :)

youtu.be/xzVrhYZT0u4

Re: Procedural maze generator

PostPosted: 23 Aug 2016, 13:46
by Akien
This is starting to look really cool :D
I want to package it for my distro; might take some work though as freepascal is not what I know best packaging wise, and I need to update our old Lazarus version before I can try to get Castle Game Engine packaged I guess :)

Re: Procedural maze generator

PostPosted: 25 Aug 2016, 08:54
by eugeneloza
Akien {l Wrote}:freepascal is not what I know best packaging wise, and I need to update our old Lazarus version before I can try to get Castle Game Engine packaged I guess :)

I think you might want to look at Castle Game Engine build-tool: https://github.com/castle-engine/castle ... age-source . It does not require Lazarus installed at all. And has a sort of a native packaging utility (however, I've never tried it yet).