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GGDS11 #GermanGameDevShowcase 11

Apr 10, 2024
Hello, here I am again with Stone Quest. I am currently using pure JavaScript with WebGL 2. External grips are not integrated. The engine has become much more powerful since the last introduction, so the voxel landscape can now be generated at various levels of detail, but calculating this is still relatively slow, shadows and ambient occlusion of the space are now implemented. screen, like in the old Stone Quest engine. I again use different shading that, among other things, makes the calculations more efficient so that the projectiles can generate their own light. Fairy lights are also very suitable for testing.
ggds11 germangamedevshowcase 11
Each light creates a realistic style and disperses into the haze. This scene contains more than 1000 light sources. Here's another idea to connect the already created shadow map to skating, so that the light refractions in the material maybe use it at some point in the edging process. Later it may consist of thousands of objects that I have optimized in this area. So now I can render many thousands of objects that even cast shadows dynamically. PBR and temporary de-thelasing were implemented and here you can see the beginnings of the new procedure. texture of the soil and what has become of it after a few hours.
ggds11 germangamedevshowcase 11

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ggds11 germangamedevshowcase 11...

The landscape is supported like the predecessor of the placement app, so that the stones also actually form 3D structures, but this time there is even the possibility to adjust the texture in real time. For example, shooting it can melt the stone and then it melts. Thanks to the mentioned PBR, I can adjust the reflection behavior of the solidified stone. The current state implements a small shooter where AI robots attack spiders, how they fit into the Dark and what else I have thought for the story, I will tell you next time.
ggds11 germangamedevshowcase 11

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