Colony Sim


By popular demand, let's make a colony the likes of (hopefully) Rimworld, Dwarf Fortress with a touch of Dwarf Corps.


Course Lessons
Course contains 33 lessons.
Let's talk a bit about what is a mesh and what it consists of.

Let's create a flat world for now

Let's add one more axis into our world

Let's give some thickness into our world

Let's fix our UVs which were set wrong on the last part.

Let's start creating data for our world and resolving issues, such as multiple faces being rendered on the same positions.

Let's implement multi threading onto our world generation.

Let's split our world into chunks

Let's fix the noise repeating through different chunks

Let's make our noise passes easy to add/remove

Let's setup our UVs so different sides of our blocks have different textures

Let's interact with our world

Let's prepare a "Unit" and some block visualization so we can do pathfinding afterwards

Let's implement the first version of our simple A* pathfinder

Let's move our Unit around

Let's create a scene that will help us visualize better our world simulations

Let's see how to create cellular automata based on John Conway's Game of Life

Let's make our generation a bit more modular

Let's make our cells consider cells over the other edge of our world, thus making them "fake" circular. Also let's add beach cells around sea cells

This is mostly a bad attempt at making temperature for the cells but we will improve it later in true sharp accentâ„¢ fashion.

Let's turn our 2D world into a 3D map, part 1

Let's turn our 2D world into a 3D map, part 2

Let's create a height map using the midpoint displacement algorithm

Let's put some real height on to our height map from the midpoint displacement

We will mostly see the benefits of this part later when we have more filled up chunks but for now it will eliminate inside faces on the chunk it's self

Really quickly, let's add sand blocks

Let's introduce our action system with the strategy pattern to move our camera

Let's make a system that will visualize only the chunks around us and not of the entire world

Let's make a system that will visualize only the chunks around us and not of the entire world

Let's make a system that will visualize only the chunks around us and not of the entire world

With this part we will be able to circumnavigate our created world with no errors.

Let's introduce progressive world generation/visualization in a more optimized way

Let's Magellan it up by creating a circumnavigating pathfinder