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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 75 lessons.
This is an early public preview of the Colony Sim (Patreon only atm) showcasing:
- World simulation
- Texture to Voxel world
- Multithreading (not in the video)
- Progressively visualizing chunks
- Progressively adding chunks
- Max Height viz (a la Dwarf Corps)
- Circumnavigating the world
- Pathfinding & Circumnavigation Pathfinding
& many more to come!
I just wanted to show you the progress for this already 40+ parts series. When it's a little bit more presentable, I'll start making the videos public.
Cheers
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 accent™ 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
Let's destroy and bring back land!
Quick fix for the world not rendering correctly
Let's fill... the holes we had in our world ( ͡° ͜ʖ ͡°)
An infinite world needs an infinite address system for it's chunk, let's convert ours
Let's add chunks as we build and/or dig
Let's make the height visualization a la Dwarf Corps
Let's fix the issues we had on the last part and also see how we can add rules to the viz (though we drop them on the end)
Let's see a different approach to our terrain generation (we're still going to keep our mid point displacement however)
Let's make others get to work
Let's work our mouse interaction and assigning the closest idle Unit to a task
Let's destroy some blocks
Let's create a lightweight sprite animator
Let's add the animations to our units
Let's tailor our pathfinder to adapt to our terrain
Let's create tasks in bulk
Let's make each block to be only able to have one task at a time
Let's see the logic for filling an area from point A to B and as you will see in the video. Having a lot of tasks at a time, brings our allocation to it's knees. Let's fix that
Let's place some trees in our world
Let's create a modular system for materials
Let's make our tasks more pluggable so we can hook them to our game's interface
Let's create a nice spot to place our resources
Let's move our materials back to our storage units
Let's make a better solution for our material management
Let's make builds based on target materials (and their amounts).
Let's rewrite our task manager to assign tasks based on events rather than a fixed time rate
Let's finish our crafting system
Ever wondered how dwarfs procreate? Well let's explore that area... ( ͡° ͜ʖ ͡°)
Let's create a framework to cover our needs for our Units having needs
Let's add some critters in our world
Let's clean up a bit our Unit class