Tag Archives: terrain

Magic explosions

While testing a “Blue eye” weapon I noticed that you can shoot up in the air and the bombs will collide with each other making beautiful explosions. Also, this blue explosion cannot damage the ground any more, just robots. The … Continue reading

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Working with better graphics

As you maybe know we are working iterative on our game these days. It means that we develop things in iterations. Each iteration is one week long in ideal, but mostly take more time. After releasing build 10, we decided … Continue reading

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Bridge up

Functionality to build bridges is finished. You build it by placing start and end points in different places. I was trying to build it to the nearest island. You need a bridge in order to get your own creatures who … Continue reading

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Building a bridge

Trying to build a bridge between two islands in order to get my buddies over. Think I missed something in the code?

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Mushroom island

Our terrain generation algorithm has generated a mushroom island.

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Texturing terrain with a photo

We are turning terrain textures into apocalyptic mode and run thus into a problem of seamlessly tiled textures. We wanted to use a photo as a terrain texture, but the result was not so good. A really easy solution to … Continue reading

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Hiding a nest

Hiding a nest is not so easy. It just sticks out!

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Islands

We are working on a playable prototype right now. One of the ideas we’d like to test out is a new grid. An infinite world implies much grid data to process and show. That’s also the reason why the game … Continue reading

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Bigger world and new release

A small update, no pun intended. The theoretical size have changed to 2^64 chunks in each direction. A bit larger world in other words. 1 chunk is 8*8*8 meters. That leaves us with a distance of 2^67 meters per axis. … Continue reading

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New terrain textures demo

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