Showing posts with label X-Treme Cave Explorer Deluxe Professional Edition. Show all posts
Showing posts with label X-Treme Cave Explorer Deluxe Professional Edition. Show all posts

Tuesday, December 2, 2008

Raycasting

Same cave, different framerate:



Each triangle is like a flashlight. This renders at 4-6ms per frame instead of 100-130ms per frame, plus it adds realistic shadows and lets me easily change the widths and direction of the light.

More

This one uses an actual randomly generated cave segment. It was actually created in several parts in order to test the ideas behind the algorithm. The whole cave would have been 20480x11520 pixels (1280x720 * 16). I only generated a 1280x720 pixel segment of that, and then used a 400x400 pixel segment of that for the lighting.



This is the whole finished cave segment.

Even More Cave Lighting

And this time it's a video!

Monday, December 1, 2008

More Cave Lightning

Later versions of this will use ray casting instead of checking every pixel. This will enable faster rendering and shadows (1600 lines vs 160000 pixels).

Cave Lighting

Frame rate is really low, but it works.



I'll see about the promised Death Geode stuff later today. No promises, though.

Sunday, August 10, 2008

Game: X-Treme Cave Explorer Deluxe Professional Edition

This game was started for the TIGSource Procedural Generation Competition, but never completed (also very buggy).

In the game, the player controls a special cave-exploring robot and explores a system of randomly generated caves. Along the way, the player collects and combines "genomes" that control the nature of the music, instruments, and landscape.

Status: Incomplete, can't guarantee it will work. At least on documented case of the game doing nasty things to a person's computer. Feel free to play with the source code.

More Info: TIGSource Thread