Sunday, June 2, 2013

NOWHERE Progress Report: Geometrical Growth

No new alpha this week as I'm still wrapping up the tech required for the next big feature, and my day job is currently in crunch mode (Did I mention I quit my job last week? We have big (crowdfunding) plans. More about that around the next month.).

Instead, here's a video:



5 comments:

  1. Ha, that is wicked! Would be cool with some dev-centric updates, especially related to the procedural side of things.

    As someone uninitiated in the realm of 3d, I'm curious - are the vertices perallocated and then moved into position, or are they added dynamically during the growth phase?

    I'll gladly transfer some cash your way once I receive my first salary. Looking forward to the KS; it feels like NOWHERE could attract a crowd outside the typical gaming sphere, considering where it draws inspiration from.

    Good luck with all things.

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    1. Hi there. Glad you like it :) I'll write a bit more about the development once we're working on the game full time.

      All of the mesh growth happens currently on the CPU. An internal vertex, edge and face array is pre-allocated and grown as the mesh changes. The GL side of things translates the faces to an index buffer, keeps track of vertices and indices that changed, and updates buffers on the GPU per frame.

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  2. Are these drones? Is this what drones look like?

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    1. Yup. Very early incarnations. :)

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    2. Threw money at the screen. Word must be spread.

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