There’s no official release yet, but its “coming soon”. It takes much study to figure out, and even more to master. In Talas’ ColourHop, there’s a new end-game construction that allows for mass-production of complex structures. You can use the game’s unique parkour system to explore among the towering grass and mushrooms, while avoiding being eaten by giant bugs. Shadows are now rendered on entities, and and api has been added to allow games to control shadow intensity.Įarlier this month, AiTechEye added added a new realm to XAenvironment. After the team re-enabled dynamic shadows, x2048 began improving them. The demo is playable (YMMV), though there are many bugs. Paradust is trying to port minetest to run in a browser. Stay tuned, this could go somewhere nice.Ĭoncept art for the main menu redesign singleplayer new-game interface. While they are not actually implementing it (just doing the planning and asset work) there are rumors that someone else is working on actual implementation. Zughy and Giova are working on a detailed design for the menu. The mapgen is WIP, and will continue development until its ready for an engine PR.Īnother area that we can agree needs improvement is Minetest’s main menu. The mixing code was translated from blender to lua, and from lua to C++. He was then able to mix the noise sources in blender, designing them to produce the large-scale landscape in real-time. In order to accomplish this, Jordach made a model of the entire map in blender, using the sampled noise sources encoded into images. On the continents, crags kilometers high scrape the clouds, and the wide, low-lying plains are lightly crinkled by rolling hills, providing excellent building area. Oceanic trenches yawn in the depths below. Imagine deep, wide oceans spanning the map getting lost at sea is a real danger. Jordach is making a more realistic C++ mapgen. Sure, we have stuff that is as good as Minecraft’s built-in maps: small scale mountains, repetitive landscapes. Where is Minetest lacking? You might be able to think of a few areas, but a big one is the available mapgens. Last but not least, the blog is becoming official! Shadows receive an update, and a couple games get major new features. This month, there is big news regarding engine-related side projects.
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