I am working on a fangame based on Five Nights at Freddy’s: Security Breach.
Its been nearly 8 months since I have started on the game and the Journey is nowhere near complete!
So much more optimization is needed for the game for it to even run in an acceptable state. Currently there are way to many issues related to the lighting and how expensive rendering with Future Lighting is.
Fantastic! Can you share some close ups on where the buildings meet the pavement? I’d love to see how you solved that without making it look artificial
The possibilities are pretty endless and it is also deterministic if you set a seed which is handy is you need large static maps. Although, you do have to find out the linkages by yourself through trial and error because I haven’t made any visualisers yet.
What I love about this algo is that it’s under 200 lines! Its easy to make and customise too!
I’ve gained a lot of self-experience as a modeler through them.
As an adventuring modeler and builder, I do seek and attempt attention from highly known teams that have enjoyable games I like to accept, some people even told me to find a better place to work because I’m just wasting my skills on their projects, which is a bit saddening.
I’ve also been working to be better than my modeler I’ve been inspired by to start modeling in the first place and have made quite a few decent models.
May I ask how you did that?
I’m curious on how random sees generators like this one work, as they’re quite fascinating, so if you could even give me Pseudochode it’d be great!
Hi! I’m currently working on a single-player/multi-player FPS, Operation: Bagsik. This project was inspired by some popular FPS games on the market, mainly CS:GO and Valorant. I’ve been working on this project for 3 months now with @PrecizanPare. So far, I think we’re 1/3rd of the way of finishing it. I have high hopes for this project so I won’t lose motivation xD. [Learn more]
I used to work on custom rigs back in the day for idle enemy animations, so not sure if that counts but it is a partial experience.
As for the models, I use Roblox’s Engine and Blender for custom modeling. As a modeler, I have to try my best to improve over time. For minimal texturing or either some drawing, I use Photoshop, and for pixel art the pixilart website.
Seeding is just a technique where you use a specified seed to calculate the same deterministic values for each place.
For example you may want to generate an area of space using a noise. You can generate the same map by specifying a seed.
local SEED = 12345
local function Noise(x: number, y: number): number
return math.noise(x,y,seed)
end
In m case you can just input the seed inside the start of the random function. But previously you had to do this.
local SEED = 12345
math.randomseed(SEED)
local randomValue = math.random()
randomValue should always be the same.
local SEED = 12345
local RandomNumber = Random.new(SEED)
local randomValue = Random:NextInteger()
Again randomValue should always be the same.
It’s just useful if you want to have persistent randomly generated areas. For example a forest of trees or roads or clouds or whatnot. You just have to make sure you are always taking the same steps.
If you want the WFC code PM me. There is a bit of setup to get it working.