Fullscreen
After multiple weeks of behind-the-scenes work resulting mostly in ugly brown hills, we're finally starting to render more interesting worlds! Every place in the world is assigned a temperature and a level of rainfall. With this information, the appropriate biome is selected. This ensure a realistic distribution of biomes, and a gradual transition.
We needed more shades of grass to make this gradual transition possible. We've got a system for giving blocks different colors without adding new textures, but we couldn't get it to work with grass in the past. Yesterday, we succeeded in doing that! So today we've been experimenting with many shades of grass.
Fullscreen
Zun has also created a way for me and modders to easily generate new trees. The old world generator required hand-crafted trees that were saved as 'structures'. With the new system, a tree is defined by it's height and the shape of its leaves. This makes it a lot easier to generate a wide variety of trees, and to ensure a smooth transition between them.
Fullscreen
Here is a summary of the work that still needs to be done on the new world generator:
- More diverse trees and shrubbery
- Random flowers
- Rocky outcrops and cliffs
- Clear consequences for going north/south/west/east, continents and oceans
- Appropriate ores in each biome
Fullscreen The rendered icons make the hand-drawn icons for the command and banner tool stand out like a sore thumb. Time to upgrade them as well! Something that also needed upgrading, was Zun's PC. While testing the new world renderer, his graphics card died resulting in a pretty dramatic image.
The next morning, Zun's dead graphics card was replaced with a brand new GTX 1080, and we were able to continue working without problems! While we're talking about new hardware, my new vertical mouse arrived. Thanks for the concern about my wrist pain, I received lots of advice! It's already feeling quite a lot better. The new mouse is a Logitech MX Vertical, and it looks like this:
In a lot of ways it feels better than holding a normal mouse, and I got used to it pretty quickly. But the mouse is pretty big, which can also become uncomfortable. We're pretty sure we can post an extensive video featuring the new world generation next week, and we're looking forward to it! Bedankt voor het lezen :) Reddit // Twitter // YouTube // Website // Discord P.S. This blog isn't sponsored by Nvidia, Logitech or LG, but it probably should have been ;)
[ 2018-09-07 14:32:46 CET ] [ Original post ]
- Linux 32-bit [97.57 M]
- Linux 64-bit [96.17 M]
- Multiplayer support: play with friends and strangers!
- Advanced pathfinding: colonists and zombies will find their way in the world you've build. They will dynamically navigate stairs, bridges and tunnels.
- Explore a world with realistically placed biomes. A giant jungle in the center of the world, surrounded by savannas, deserts and temperate biomes. Two polar regions in the far north and south.
- Support for textures and language packs created by players
- Dynamic lighting and eye adaptation
- Voice your suggestions and be part of the development of Colony Survival!
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel Pentium G620 (2.5 Ghz dual core) or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Intel HD Graphics 5000. 1280x720 display
- Storage: 300 MB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
- OS: Ubuntu 12.04+. SteamOS+; 64-bit
- Processor: Intel i5-2300 (2.8 GHz quad core) or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GTX 750 or equivalent. 1920x1080 display. supporting openGL 4.2+Network: Broadband Internet connection
- Storage: 1 GB available spaceAdditional Notes: Work in progress: new features may raise the bar. optimizations may lower the bar
[ 6089 ]
[ 3241 ]