Behold! A mint chocolate cake!
No, it's actually just a bunch of grass_side.jpg
I'm working on a texture manager that will handle all my texture switching so this thing can have a grass top.
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Behold! A mint chocolate cake!
No, it's actually just a bunch of grass_side.jpg
I'm working on a texture manager that will handle all my texture switching so this thing can have a grass top.
I knew writing my own game engine was gonna be hard, but dang is it hard.
I have a camera that can freely explore 3d space now.
So I'm following the learnopengl.com tutorials and I got stuck for a while a few steps before this because for some reason I couldn't get my vertex shader to actually move the quad how I wanted.
At some point it just started working properly, I don't really understand why because I undid what I changed and it still worked. I am so damned confused.
My co-designer sent me that texture for the side of a grass block, and I've been getting good use out of it.
So a week or two ago I started working on a block game because like I grew up on Minecraft but I feel like it updated its charm away a long time ago and it's somewhat direction-less with its updates.
Now I tried to make it with Godot, a free, open source game engine, and I got pretty far in, I was rendering blocks and everything. But I felt like I was fighting the engine the whole time, it wanted me to do things in ways I don't want to do. I don't want to use their front end, and I hate the limitations of Godot's base tools.
So first I tried to check out Monogame/XNA, the framework that Stardew Valley and Terraria are built on, but there's no tools for building 3D games which is somewhat fundamental for a voxel based game.
So I've spent the last two days learning OpenGL, and I'm not looking forward to all the matrix math I'm going to have to do, but at least there are resources on learning how to make all this work.
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For the distinguished business man that likes to play with blocks #blockhead#vintagegame#blockgame#isnmember #randomgoods #etsy#tbec