Author Topic: Blockland Inspired Project Inspired Project (Webm mirrors!)  (Read 954 times)

Like three years ago I posted this topic to the forums. It was pretty neat and at least a few people expressed interest in it. But for some reason or another I stopped development. I kind of assumed that a game meant to be like Blockland in it's building would get banned from these forums, but due to the other Blockland Inspired project thread staying up for 40+ pages, I now know that is not true. So I figured I might as well post something I've had for a while.

These are grainy ass webms I made for your convenience. Later on I might make an actual video that's higher res and brighter so you can actually see what's going on.
The first is a demo of all the rendering features, things like skyboxes, fog, and emitters:
http://nationalist.co/webms/renderingdemo.webm
Mirror:
https://my.mixtape.moe/ugygjx.webm

Here is an example of textured models with a separate collision mesh:
http://nationalist.co/webms/manyblocks.webm
Mirror:
https://my.mixtape.moe/lboule.webm
You can see me toggling the 'show collision wireframe' option on and off throughout the video.

Here is an example of a compound collision mesh loaded from a model:
http://nationalist.co/webms/modelcollision.webm
Mirror:
https://my.mixtape.moe/nzxcwx.webm

At the moment I have to more or less remake all the rendering features for a more modern/optimized version of opengl, but once that's done I will be further along than I was in 2014. This time I am using the bullet physics engine to handle the physics for me. Tinyobj is implemented to load wavefront .obj models which can not only contain models to render, but objects with "COL" in the name are made part of the collision mesh. Environment settings (fog distance, ambient lighting color, etc.) as well as the terrain are stored on a server and are sent to the client. I've already started experimenting with LUA and hope to add in a LUA based modding system.

I can't really offer much over GSF's project especially since he's using a professional engine like Unity and I'm doing pretty much everything from scratch. That said, I do hope to have client and server demos out in the next month or so, and either way you'll be able to do some things people have wanted to do in BL for a long time. (e.g. set collision masks for players/objects, render to texture for mirrors and security cameras, change the color of objects for different clients, binary file i/o, etc.)
« Last Edit: September 02, 2017, 04:38:59 PM by DrenDran »

competition is always good. though the webms don't seem to be working, i keep getting 404'd.

edit: its fixed
« Last Edit: September 02, 2017, 01:50:07 PM by EcstaticEggplant »


All of the links bring me to a 404. :(

Added mirrors for webms.