Friday, November 20, 2015

KOL Edit

A blast from the past!
Knights of Legend was one of my favorite games.  It was immensely detailed in every way.  It might take an hour to fight out a single quest! :)

Main problem - it was expected that additional "region packs" would round out the game.  But they never happened.  So, you get trainers who are not good enough to get you to the next level where the more advanced trainer will talk to you...

Enter the KOL Editor!  It will (eventually) allow you to train yourself (subtracting AP, and maybe gold) to level up your skills.

Monday, October 12, 2015

libHexPlanet: Sphere 7

I got sphere 6 working using a texture for the vertexes and sending position indices (I didn't get a chance to post the screen shot).

However, both my machines have limits of 256 KB for textures, this works out to 16384 vertexes, which is sphere 6.

I'm going to give up on indirection, and just spam all the vertices.  It took a little doing, but it's working.

Sphere 7:

And I can now do sphere 10, which is so detailed, the individual hexes are turning into pixels:

Thursday, October 01, 2015

libHexPlanet: Shading!

I figured there should be a way to have the shader do the triangle/hex reprojection, and I found it!

The shader calculates the nearest point, and uses the terrain type (one byte) to pick a color.

Thursday, September 10, 2015

Plates in libHexPlanet

I finished this a while back, but forgot to post an update...
This is sphere 9 (200k) hexes.  I've also significantly sped up generation so sphere 10 and 11 are pretty quick.

Now I need to figure out the math for plate collisions...

Friday, April 24, 2015

libHexPlanet

I'm always interested in world building, and I saw some talk about generating entire spheres of hexes.  This is not straight forward, since you can't make a sphere entirely out of hexes (you usually get twelve pentagons).

I saw one guy who embraced the variation, and would randomly make more pentagons (with a septagon to balance each past twelve).  He also moved the points around, so the whole map is a little irregular.

There is another project - HexPlanet, which just has the twelve pentagons.  I've found that code a lot easier to work with, and when you have 100k+ hexes, twelve pentagons is hardly noticeable...

I've finally got it into a state where I can easily generate some map data.  Here is sphere 9, which is nearly 200k hexes.  I should be able to get sphere 10 working (nearly 600k hexes), with an stretch goal of sphere 11 (should be over 1.5M hexes).

The terrain is a little hard to see, since it is entirely random.  But you can see how small the hexes are in sphere 9.