Hello! I’m technically a program. What’s your name? Name: Bear Oh? Well fuck you, Bear. Woof is set to: 1528 Bow is set to: 200 Added together they equal: 1728 I have used 140 bytes for variables. With code like
One problem with the previous voxel terrain is that it is strictly by height. It generates nice looking mountains, but the implementation prevents anything like overhangs, caves, cliffs, land bridges, or any other similar terrain because the elevation simply rises
I’ve been experimenting with a new project to find out what exactly goes into creating a voxel-based procedurally generated world, such as Dwarf Fortress or Minecraft. I figured that even if I don’t really turn it into much, creating a game
Decided to dust off the geek in me and do dig into coding a bit. Setting up the development environment has proven to be a bit more complicated than I remember it being. I’m having some difficulty setting up
Can we all stop for a second and appreciate how much more realistic caves in Terrafirma look?