Treasure of Shambala
A downloadable game for Windows
Every now and then I find a mini-game I made a few years ago, but then forgot about it. This one was supposed to be the level 1 of a broader treasure hunting game, checking the area with a chopper, get aerial photos and find some ruins, while being attacked by dragons that exist - of course - only here, near Shambala.
The terrain is looping seamless, hence it is endless. The trees are a single surface mesh. This thing renders with playable framerate even on very old machines. However, it's just a mini-game.
I like the flight physics, and a great thanks to Kevin McLeod, who made the epic music (I remixed it to an epic-tunes medley)
Status | Canceled |
Platforms | Windows |
Author | jfkEO1010etc |
Genre | Simulation, Shooter |
Tags | 3D, chopper, flight-sim, helicopter, terrain |
Download
Download
treasure_of_shambala1.zip 8.9 MB
Install instructions
Extract in a folder of your choice, then run the EXE.
Comments
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Looks great. Just curious though, what specific code are you using for the long distance sprite trees?
Don't remember exactly, but what I did was about: I calculated every potential tree location, also based on soil color (trees only on green), added a slight color variation and shading info. The entire visible forest is then created every frame, using precalculated tree data etc., depending on the distance and angle to the camera, that's a max of 32k tris AFAIR. Individual colors of trees use vertex color, and the entire forest mesh is single surface. Trees are just 1 triangle billboards, but part of a single surface mesh.
I see, I thought you used some other library that's all..
looks great 👍
Hey there, thanks. I guess yeah, this is made with LT terrain generator or something like that, but generally speaking you take a heightmap that tiles seamlessly. You'll work with 2x2 copies of it. When the player eg. passes Z 0.5 of size the terrain, you reset him to -0.5, which looks exactly the same. And do that on the X axis too. Player won't notice the change of location. Given FX and NPCs etc are repositioned as well, accordingly.