For some reason it barely runs on my windows PC, showing only 5 fps, so I edited the terrain a little and closed it. The way I see it, the feature I'd need the most would be the brush size, so that you could edit multiple tiles at once.
Don't have much else to say about it at the moment.
It works pretty well. I like how the terrain editing works and I wouldn't even mind using it as a tool for level creation. Now it needs intuitive camera controls and it will be solid.
I didn't find any way to make buildings.
There was a single case of a weird shadow that doesn't make sense.
I'm happy that you enjoyed the terrain editing. It's the only thing that you can do yet. The terrain editing will be improved in the future by adding brushes that will help you edit more than one tile at the time. I don't know if you found the special mode you can use to edit the terrain by using left shift or left control?
The camera controls are indeed janky for now. You translate with wasd, rotate with q and e. look up or down with r and f and zoom with shift w and s. It won't stay like that in the finish product hopefully, but for debugging it's good enough.
For the shadow, the generated shadow map is looked in place and don't follow the camera. I have yet to implement this. So anything outside of shadow map frustum is considered to be in the light. Which resulted in the artifact you got.
P.S I tried to run your game but I'm missing the libflac.so.8 file. I got it working by building the lib and putting the so file in the game folder.
Comments
For some reason it barely runs on my windows PC, showing only 5 fps, so I edited the terrain a little and closed it. The way I see it, the feature I'd need the most would be the brush size, so that you could edit multiple tiles at once.
Don't have much else to say about it at the moment.
It works pretty well. I like how the terrain editing works and I wouldn't even mind using it as a tool for level creation. Now it needs intuitive camera controls and it will be solid.
I didn't find any way to make buildings.
There was a single case of a weird shadow that doesn't make sense.
Thank you for the comment!
I'm happy that you enjoyed the terrain editing. It's the only thing that you can do yet. The terrain editing will be improved in the future by adding brushes that will help you edit more than one tile at the time. I don't know if you found the special mode you can use to edit the terrain by using left shift or left control?
The camera controls are indeed janky for now. You translate with wasd, rotate with q and e. look up or down with r and f and zoom with shift w and s. It won't stay like that in the finish product hopefully, but for debugging it's good enough.
For the shadow, the generated shadow map is looked in place and don't follow the camera. I have yet to implement this. So anything outside of shadow map frustum is considered to be in the light. Which resulted in the artifact you got.
P.S I tried to run your game but I'm missing the libflac.so.8 file. I got it working by building the lib and putting the so file in the game folder.