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Procedurally generated 3D world in WebGL
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[quote][b]Hales[/b] wrote: A large cavern of what I'm about to ramble about may be unintentional, but I will still give the deserved praise for it. The art of this demo. You have used a brown and green colour scheme (without layering on things like horrible 'generic brown FPS' post filters) that really gives a sense of atmosphere, without ruining contrast or immersion. This style makes this little demo unique. It's not a re-run of concepts and art ideas already run through by many other people before. You could spend hours adding various other similar assets into the same generation logic but in consequence detract from the fun of the game. Or you could make the game itself more interesting by working on the dimensions of player interaction, including exploration. Some game devs go for the former in sequels or after their pets (*cough* Minecraft) become successful, focusing on furthering what is already successful (gaining little returns after a certain point) rather than ever expanding their ideas just as they did in the first place to capture people's imaginations. Do what you want with YOUR game. Not what other people want from it :) I'm dabbling in irrlicht at the moment, but I have not yet had a proper look at Coppercube. Your demo /seems/ to be multi-threaded -- I'm seeing graceful loading of texture resources in play. Is this correct? At the moment I'm enjoying the demo best by getting the forward-walk key stuck on and then defocusing the window. The game explores itself :)[/quote]
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