@ViridianGames Remodel the characters as per Red Alert 2. Orthographically-rendered voxel columns (run-length encoded). This is the only way you'll keep the characteristic pixellation while maintaining multi-directional sanity.
This might not look like much, but it's is a massive breakthrough for me. I've been trying to figure out how a voxlap style 6dof renderer works for ages, and I've finally got the entire pipeline working.
#voxels
A few years ago, I worked on a tech prototype for a traditional 2D gridder game (think Dungeon Master). No 3D involved, pure old-school approach. Quite sad the "market" for this type of game is so small, I would still love to work on one (demo link: https://t.co/zHhqLKjdlb)
all the disbelievers last week who said ai will never be able to achieve the omw style and that it's just a 5 second slop video and now deepmind dropped a world model on a regular tuesday that just does it
lmao
@cuddigan Still love Delver. May I ask about its lighting? Are all light sources incl. wall torches dynamic? Is it a 2D lighting system? Does it use light propagation rather than raycasts? Is the lighting formula (light by distance) basically bilerp or bi-non-linear e.g. inverse square?
Part 6 of my tutorial series on implementing a pure Entity Component System in C-like Javascript (also on github)
In this part, we encapsulate our ECS and clean up code that uses it. (473 LoC)
https://t.co/WaFBiQpvlx
Part 5 of my tutorial series on implementing a pure Entity Component System in C-like Javascript (also on github)
In this part, we discuss ECS systems-based rendering!
https://t.co/YZiNmqSKSo
@caiiiycuk Dasvidanye! I am finishing it on my phone now. I notice I can play for two hours and lose only 50% battery. As a game developer I am very interested, how did you port it to Android?
@DelverGame Hello guys. Thanks for 1.05. Unfortunately pathfinding seems to be broken. Many (most?) times the enemies will notice you but not come through doorways anymore to get you.