The Vice Coding Manifesto
We reject speed for craft.
0: Shipping isn’t required.
1: We solve challenges ourselves.
2: We write our own code.
3: Learning is our product.
4: We share without judgment.
5: Manual memory over garbage collection.
@bjornornorn@NeroniEmiliano The dots are the vertices of a regular grid that will be rendered like a quad grid surface and the waterfalls will be special cases where you generate different geometry along the line downwards, right?
Used my lunch break to move on with my distraction project.
I finally got the time to add more assets and have game state rendered, instead of relying console outputs to play the game.
Enjoy!
@bmarci7@blasko_art Looks great, the mirroring due to the intersecting billboard sheets is a bit obvious though.
Maybe having different textures or minor U offset helps mitigate this.
@lisyarus Indeed, when I started the terrain generation for my flight game, it quickly became a rabbit hole and I decided to live with some noise-based simple stuff for now to not block me for weeks.
I am still looking forward to revisiting it later on.
Agreed.
I don’t see how a mesh living at runtime in GPU memory for rendering, and a mesh meant to be modified for and by tooling during build and editor time, should belong to the same struct/class anyways.
I think it’s worth keeping both separate, to avoid polluting the runtime rendering code and data with unrelated noise, and to keep the flexibility to work with meshes and whatever other artifacts and data we have decoupled from the actual runtime environment.
Will you have some rules that will additionally influence biomes, for example, that there needs to be some least amount of lumber next to village start points or such, to keep the terrain balanced and difficulty predictable?
Or do you just yolo it assuming terrain is large enough to offer all needed varieties of resources?
@lisyarus The opposite could also work:
Have curved horizon when looking over valleys and being close to the ground, while it becomes more table-top like the farther you’re away looking down.