Spellcaster Studios

Make it happen…

Custom voxel objects

Added the custom voxel object to the game today, which solves the problem I explained yesterday. The custom voxel object takes care of heightmap and of inserting the voxel map into the game.

I’m still missing the props and the action nodes, but that’s easy to add at this point.

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Also added some functionality to the editor to change the lighting conditions (found out that I had some colored emissive objects in the scene that I couldn’t spot because of the color of the scenes), and some functions to change the color of the voxels “en-masse”. Also found a bug that caused the colors to be lost on the voxel maps when I added a prop (issue with the way I created the undo).

Now listening to “The Fourth Legacy” by “Kamelot”

Link of the Day: There’s a lot of impressive stuff being done in the demoscene. I used to do demos back in the 90’s, but since I didn’t have an internet connection nor friends in the field, I kind of didn’t know how far behind I was on that; but when I got my hands on some demos, they usually blew my mind and I spent weeks trying to figure out how to do the same effects! Here’s a couple of videos from modern demos for your viewing pleasure: http://timothylottes.blogspot.pt/2014/06/mid-2014-demo-tubes.html

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