Devblog 24 – Weekly Update

LOD, DRAW DISTANCE AND CULLING SYSTEM  I’ve been working on some optimization already, making a flawless LOD, draw distance and culling system. There is still more work to be done, but for now I’m happy with the results regarding the performance. Here is a quick preview of what this system does, make note that the system can be adjusted – you can increase any of the draw distance parameter within the game for a better looking environment.   WEATHER, DAY/NIGHT SYSTEM  The weather and day –…

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Update 2 – Visiting coal mine

We decided to take one friday off and make a team trip or you could say teambuilding. We wanted to go somewhere that is not far from our office. Someone came up with a wild idea to visit a coal mine. For those of you who don’t know our team’s history – we started in the mobile game business and made a few successful games like Ore Miner Classic and Ore Miner – clicking game. So this is the connection to visiting coal mine right there. We…

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Devblog 23 – Weekly update

ISLAND GENERATOR   I’ve been working hard on an island generator. We were using premade islands lately and when I spawned alot of islands already I’ve gotten bored of almost the same results. I’ve changed this so now the mesh/terrain of an island also gets manipulated by procedural generation – in this case I’ve used Simplex noise. For now you can find three types of terrain: I think this would do just nice apart from having different island shapes, biomes and sizes, the variety…

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