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Looks great. Just curious though, what specific code are you using for the long distance sprite trees?

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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.

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I see, I thought you used some other library that's all..

looks great 👍

Nice! I love the endless terrain and the sky looks great, plays really smoothly and only 8MB!

I saw that this is made with Blitz3D - is endless/looped terrain possible in Coppercube?

Keys: "S" for Music On/Off, "C" for Cockpit On/Off, "M" for Maker Details, "A" to Restart, "I" for Info, "H" for Hover/Halt, "Space" to Fire, "Arrows" to move.

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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.

Great idea! Thanks.