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Small update to the editor.  Added visuals for instantiated models, objects, terrain, and sound.
This will obviously be able to be edited later.  What you see now are the defaults.  Pardon the Z-fighting between the terrain and grid.  I asked them to get along for the photo, but they wouldn’t cooperate.
In other news, follow me on Twitter for smaller updates, and miscellaneous stuffs.  @SChaseGarrett

Small update to the editor.  Added visuals for instantiated models, objects, terrain, and sound.

This will obviously be able to be edited later.  What you see now are the defaults.  Pardon the Z-fighting between the terrain and grid.  I asked them to get along for the photo, but they wouldn’t cooperate.

In other news, follow me on Twitter for smaller updates, and miscellaneous stuffs.  @SChaseGarrett

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So, a while back I started work on  a 3D room editor/IDE for GameMaker: Studio.  It didn’t get too far because I got involved in other things, but it definitely wasn’t a lost project.  Recently I started work on it again, cleaning up the project a bit and redoing the GUI to make it more user friendly and easier on me to program as well.  Currently you can create resources and instantiate a few of them.
Plans for the IDE include full GML support, plus extra functions and changes to enhance and simplify building a 3D game such as 3D room and GUI editors.
This editor is heavily inspired by Unity3D.

So, a while back I started work on  a 3D room editor/IDE for GameMaker: Studio.  It didn’t get too far because I got involved in other things, but it definitely wasn’t a lost project.  Recently I started work on it again, cleaning up the project a bit and redoing the GUI to make it more user friendly and easier on me to program as well.  Currently you can create resources and instantiate a few of them.

Plans for the IDE include full GML support, plus extra functions and changes to enhance and simplify building a 3D game such as 3D room and GUI editors.

This editor is heavily inspired by Unity3D.

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Looking for composer for indie game project!

squarebit:

We’re looking for a composer for our game. No previous experience needed. Just shoot us a sample of your talent and we’ll get back to you!
Click here for a summary of the game project.

Contact:
Tumblr: http://squarebit.tumblr.com/
Twitter: https://twitter.com/sqrbt
Email: daniel_stigsjoo@hotmail.com

Please reblog for signal boost!

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I might have accidentally built the most beautiful terrain generator ever.  It produces massive mountains that are eroded at the bases so there’s lots of space and water under them.  I also added very basic lighting and sand.  Sand forms around water on the base noise.  The lighting is pretty straight forward: either a block is lit, or it’s in a shadow.  These new features brings the average chunk generation time to roughly 1.25 seconds.  Chunks will save themselves after building and if the file exists it will reload the model, but not the data (currently) which means that any lighting calculations will be off around the edges of the new chunk, and the game may throw an error.  Unfortunately all of this epicness uses 1.68GB of RAM, so if I add anything else or try to generate more land it will run out of memory and crash.  I guess the next step is improving performance again.

I might have accidentally built the most beautiful terrain generator ever.  It produces massive mountains that are eroded at the bases so there’s lots of space and water under them.  I also added very basic lighting and sand.  Sand forms around water on the base noise.  The lighting is pretty straight forward: either a block is lit, or it’s in a shadow.  These new features brings the average chunk generation time to roughly 1.25 seconds.  Chunks will save themselves after building and if the file exists it will reload the model, but not the data (currently) which means that any lighting calculations will be off around the edges of the new chunk, and the game may throw an error.  Unfortunately all of this epicness uses 1.68GB of RAM, so if I add anything else or try to generate more land it will run out of memory and crash.  I guess the next step is improving performance again.

Photoset

This is the result of the past two days of work on a new terrain generator.  Not really sure where this is going, I mainly did it just to see how much of an improvement I can make from the last one.  Each chunk is 16x16x 256 blocks.  They generate in around 750 milliseconds, which is much better than the old engine which could only generate a 16x16x16 chunk in more than one second.  This is a 20x20 chunk section showing the features of the engine.  As the third picture shows, first a 2D noise is generated with a low amplitude, then some spongy 3D noise is generated over that, then another 2D noise same as the first but with a higher amplitude is generated to cap off the 3D terrain.  This leaves you with shallow lakes,high mountains with overhanging cliffs and giant caves, and floating islands.

I was going to try to smooth it, but I couldn’t figure out a good way to do that efficiently without checking every single block and it’s surroundings.  Oh, this was generated in about 5 minutes.  It could have generated much quicker (about 2 minutes maybe) but I had to insert a 1 second pause between each chunk load to let GM catch back up so it wouldn’t crash.

By the way, yes those numbers on the GUI are real.  I really am getting about 30FPS with over 2.8 million triangles being drawn at once.  Pretty impressive GM, pretty impressive.