Showing posts with label bugs. Show all posts
Showing posts with label bugs. Show all posts

Friday, 15 August 2008

Baby Steps


No big changes, but:
  • Hex floor generation cleaned up
  • Block-edge normals much less broken
  • Mipmap brokenness caused by discontinuous texture coordinates fixed
  • Shadow res bumped up (shadows are currently a huge rendering bottleneck, hence terrible frame rate)
  • Shadow acne removed with a teeny epsilon
The mipmap fixes have also introduced a LoD bias, but I quite like the way it looks. Textures do repeat too much at this scale though, and there's little to break up the tiling. Will be looking at potential fixes for this soon.

My big low-res chasm-filling geometry seems to have wandered off as well, not sure why. Eh, it'll come back when it's hungry...

Thursday, 7 August 2008

Monsterous

Many bugs to fix, but instead of fixing 'em I've been dithering between the best way to represent my world using immutable state (I suspect monads may be involved, and these horrors just won't fit in my brain) and... getting a model in game!

In this case, a very crappy monster has made the long and torturous transition from Blender to screen. Behold, the Cave Anemone (the five-tentacled starfish thingy):


It even casts shadows! Doesn't receive them yet, and frankly it needs better normal and diffuse textures than a few minutes in the GIMP can supply.

The screenshot also highlights the evil problems with normals at block boundaries (witness the horizontal and vertical smears visible to the left of the brave @dventurer) and the general horror that are the shadows. If you look closely, you can even see the wonderful mipmapping errors introduced by the sub-textures on the floor.

First goal will be to slap some more meshes in there, even if they're placeholders. I want one other monster type (Tentacle Mouse?), at least one inventory item and a player model. This will be enough to finally dispose of the glowing unlit spheres and @ model, and give a better clue as to scale issues.

Thursday, 31 July 2008

Floors melt, I boggle




Sometimes, you just can't win. Other times, the floor inexplicably melts and you're left wondering... just what is going on in this code?

This wasn't intentional, but it might look quite good over lava or acid or something. Don't slip!