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any plans to add more updates?

also do you think its possible to sneak in ColMESH.DLL for physics?

im thinking on making an openworld Silent-Hill esque game with your engine so thats why i ask, i think this + colmesh + a custom DLL for async map loading and maybe penguin(from dragonite) could make a really powerful engine with almost not CPU hog by abusing buffers and C++ DLLs

I have no plans on adding in third-party code (for both legal reasons, and my ability to provide technical support)

alr!, it looks like i couldnt use the DLLs anyway, so its good as is, i had another question

about the openworld aspect, is there a way to have multiple splatmaps, or is there a limit on the size of the splatmap?

(1 edit)

Each WMHM can only have one texture atlas for the autogenerated terrain and each chunk/level can only have one texture atlas for its terrain, but they can be different. There's no upper limit to how big an atlas can be either (but you need to use the atlas editor to generate the texture / footstep-material metadata file for the size to be recognized by the level editor)

Also note that you need to set the atlas size twice for the atlas used for a WMHM, once for the texture data layout (regular atlas editor) and another for how to group it into biomes (metadata in wmhm script)

how can one change chunk size and other important details of the world map???

For chunk size it's the globaldata script, constant WMHM_TERRAIN_CHUNK_SIZE. The actual size of a WMHM is set up when you define it (wmhm script), the example one is 32000x32000x4000 (this affects the scaling factors used when reading the heightmap used for generation)