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Procedural areas

KuppaKuppa Member UncommonPosts: 3,292
Will these areas be like what Diablo does? Same assets arranged differently? They talked about having procedurally generated dungeons, I'm thinking it's the same thing as Diablo zones. How else would it be? I don't expect these to be a designer crafted dungeon, but one generated by patching together different mobs and assets.

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Comments

  • OldManFunkOldManFunk Member Posts: 894

    There will likely be something like a cross between MineCraft and Diablo dungeons.

     

    The Voxel Farm site talks about what the engine can do http://voxelfarm.com/vfweb/engine.html :

    • Engine Core: Includes the world and scene octree system, also the voxel to polygon transformation pipeline.
    • Procedural Terrain: Generate rich highly realistic or stylized terrains on the fly.
    • Voxel Instancing System: Add new layers of detail using pre-generated voxel models. This can be used for adding trees and interesting rock formations to the landscape.
    • Rendering System: Using OpenGL, it is a fast and robust renderer. It features dynamic realistic lighting and an advanced material system.
    • Sandbox Edition: Allow your users to modify anything in the world in realtime by carving and adding new voxels.
    • LSystem and Structural Grammar Language and Virtual Machine: Write small sets of rules you can use to generate large numbers of similar objects: buildings, weapons, items, virtually anything with a structure you can describe.
    • Voxelization Component: Bring pre-existing or procedurally generated meshes into the voxel world so your users can modify them. Players of your game expect to carve into a building just the same way the can carve into the ground. This component allows that.
    • Networking Component: Provides an easy way to bring a multiplayer aspect to your game.
    • Octree Voxel Database: Very fast and efficient storage for your voxel data.
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