Search results

  1. Immortius

    Inactive Organic Growth Simulator

    Very impressive work.
  2. Immortius

    Archived Ingame Map Ideas

    For the moment there's the console command cmd.teleport(12, 12, 12) :)
  3. Immortius

    WIP models / concept art / creature system

    t3hk0d3 has them loadable from JSON files at the moment, which has a similar syntax to a Groovy config file.
  4. Immortius

    WIP models / concept art / creature system

    Sure. I guess for non-animated stuff we should just consume one of the standard mesh formats like .obj rather than rolling our own - unless there is any specific features we need? Can't really think of any. Maybe can use a generic format for animated meshes too, would need to investigate. The...
  5. Immortius

    WIP models / concept art / creature system

    Re: models / concept art Very nice. :)
  6. Immortius

    Per-block data storage

    Are you thinking something along the lines of n bits - block type (probably > 8) 2 bits - liquid content determinator (none, water, magma, oil?) n bits - liquid level and/or flow info 1 bit - light determinator (0 means solid translucent, 1 means can be lit) if light 4 bits sky lit level...
  7. Immortius

    SFX Factory - Other Side: Complete

    Re: SFX, BGM (Compose & Produce) WAV is a raw format, so should be larger. I don't think there is an issue just using ogg. My understanding is short sounds are generally loaded fully into memory for playback, while longer sounds are streamed. Using WAV skips the need to decompress the sound...
  8. Immortius

    SFX Factory - Other Side: Complete

    Re: SFX, BGM (Compose & Produce) Typically I've seen mono wav used for short sounds and stereo ogg used for music, looped ambient and other longer sounds. The MP3 format is still under patent, and requires purchase of a license to implement playback. One thing I've seen done a couple of times...
Top