Commit Graph

13 Commits

Author SHA1 Message Date
3081388a79 Actual contents of f2ac08f7. Not sure how I managed to mess up like this. 2020-03-04 18:47:20 +01:00
d0a0d6ec39 Update HEADS to get the indexing/Cubic Mesher improvements from Voxelman. Updated most of the level generation logic. (A few errors still get printed to the console though.) Right now (temporarily) only the Cubic Mesher's mesh is visible. 2020-02-14 03:25:41 +01:00
3044cb8275 Update the license for 2020. 2020-01-31 20:01:34 +01:00
6aa08476e1 Work on the style. Now the transvoxel mesher will scale the textures (like standard terrarin engines). Update to HEADS. 2020-01-14 23:15:46 +01:00
afa9701728 Changed back the way biome handles isolevel, because this helps to hide the banding(?) at the side of the mountains with the transvoxel mesher. 2020-01-14 13:26:15 +01:00
f909042c09 Updated voxelman to the latest. Also experimented with meshing. 2020-01-13 00:43:45 +01:00
7adabed50a Started reworking the graphics to a more usual colorful painterly style, because after lots of experimenting now I think that is the only style that will support the gameplay I want to create. The textures I added are from cc0textures.com. Will add proper attributions when everything settles. 2020-01-12 14:33:17 +01:00
6cc3f7dd04 Better style for the generated terrarin. Also removed the planet without the dungeon. ALso HEADS update. 2019-12-28 17:55:10 +01:00
4d02ca12d1 Fix all warnings, and an error. 2019-12-24 10:22:56 +01:00
e9515bef2c Changed the license to MIT. 2019-12-22 19:20:38 +01:00
ad8c9fb653 Work on the style. 2019-12-07 15:54:46 +01:00
3e0b247251 Experimented with the world scale and different sized textures, I want to make the world less like pixel art. Also changed map generation a bit, but it will need more changes, as I originally implemented the transvoxel algorithm differently, in order to have proper voxel type information. 2019-12-06 23:17:12 +01:00
1715506d4a The scripts folder. 2019-11-20 14:19:41 +01:00