I will be starting a new thread soon but I officially started working on a game with DVE.
It is called Dream Space Infinite.
Here are the first few screeshots:
The water effect is done with a simple Fractal Brownian Motion noise sampling. Same deal with the other shader effects.
Hopefully in a about a month I will have a full playable demo.
I am still working on the engine. I improved Infinite World Generation a lot. Came up with a saving/loading system:
Also I changed how voxels are âtemplatedâ. It is a lot eaiser now:
const getSimpleBox = (
id: string,
substance: VoxelTemplateSubstanceType,
texture: string,
state?: string
) => {
let uv = 0;
const voxelConstructor: VoxelConstructor = {
id: id,
hooks: {
texturesRegistered: (DVEB) => {
uv = DVEB.textureManager.getTextureUV(substance, texture, state);
},
},
process(templater) {
if (templater.isFaceExpposed("top")) {
templater.addUV(uv).addOverlayUVs([0]);
}
if (templater.isFaceExpposed("bottom")) {
templater.addUV(uv).addOverlayUVs([0]);
}
if (templater.isFaceExpposed("east")) {
templater.addUV(uv).addOverlayUVs([0]);
}
if (templater.isFaceExpposed("west")) {
templater.addUV(uv).addOverlayUVs([0]);
}
if (templater.isFaceExpposed("south")) {
templater.addUV(uv).addOverlayUVs([0]);
}
if (templater.isFaceExpposed("north")) {
templater.addUV(uv).addOverlayUVs([0]);
}
templater.processVoxelLight();
},
};
return voxelConstructor;
};