I'm putting on a 4 hour amiga cracktro soundtrack and I'm not getting up until I've finished writing this map renderer*

*fluid in/out pitstops excepted

Distractions are piling up; there's some kind of invisible grit on my mousemat, like running over gravel. Wiped the mouse and mat but it still feels like OFFROAD MOUSING

However, I am making some good progress with the renderer. The idea is to model arbitrary modular rooms in blender and munge them into a format I can display efficiently on the Dreamcast. The rooms snap together at predefined portal points, and select appropriate mesh geometry depending on whether they're connected to another room or not. Although I have no plans to let players build levels, the map editor will run in-engine rather than being a standalone tool.

Follow

Previous dreamcast prototype saw me defining all map geometry 'by hand' per vertex and hardcoding it into the engine. This was fine for a boring square room but not really practical for a game with more than a couple of locations. Plus it's hell to edit after the fact

· · Web · 0 · 0 · 2
Sign in to participate in the conversation
Merveilles

Merveilles is a community project aimed at the establishment of new ways of speaking, seeing and organizing information — A culture that seeks augmentation through the arts of engineering and design. A warm welcome to any like-minded people who feel these ideals resonate with them.