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44Sorry for the delay, we’ve both been away this weekend, so writing the blog post had to wait until today. Work is slowly moving away from weekends and more during the weekdays, so Sunday blog posts are becoming less relevant. We plan on posting two dev diaries in quick succession in the upcoming weeks to move this weekly update to Fridays or Wednesdays. But not for now.
Anyway, this week I’ve seen some amazing things going on. Our new collaborator Benoit is quickly getting the hang of both Unity and our voxel engine (which we decided to call the Brix engine, like the first dev name of Castle Story). So with his help, new and exciting features have been emerging at a faster rate. Here’s a few of them:

By the way, you’re not supposed to ever see a LOD3 tree from up close. Don’t worry, you’ll never have to feel that pain. What’s really fun about this is that once we’re done testing this on trees, we’ll be able to scale this system to any object; trees, plants, rocks, terrain and characters. This will allow us to have vast worlds, with lots of objects, and the engine will not crumble under the sheer number of triangles it has to render. Huzzah!
For appropriate levels of groove, a sound system with good bass is a must.
Thanks for reading,
and keep your stick on the ice!
Yea! Effein amazing. Definitely lookin forward to sending some Bricktrons down the top of a mountian and through the side so that the easiest way to the castle on top of the mountain is through the winding staircase that will surely be riddled with traps for the baddies. Glad to see such great progress! Keep it up.
Cheers
Bryce
I love you dev diaries! They’re fantastic! Not just, “Oh, we did this crazy term,” and leave it at that, but you explain your plans and changes so that we can understand how they work. It is a big inspiration to me, as a aspiring game dev. Thanks guys! Keep up the amazing work!
i wish i could program to dev a game. most of what your guys say makes sense in a blah blah language way but it is still VERY interesting to read not to mention engaging
Can’t wait to play.
Awesome diary as usual guys.
One question, how are you going to scale the LOD of complex user-created geometry? as in.. the castles!
I’m guessing there won’t be hundreds of thousands of castles, so it won’t take too much processing power to fully render 30 full castles. 300,000 trees, different story.
We reconstruct the local geometry with a version that’s a bit more simple. For example, we use a pre-made model for stairs. We could switch that pre-made model for a simple slope instead. There’s a limit, however, to how much triangles we can save with this solution.
castles can be don very easily as a no texture square ishshape based on its filed design at the LOD3 stage (im guessing) like a grey square?
NO NO NOOOOOO……………
I dont like these blog posts, simply cause they show just how LOOOOOOOOOOOOOOOOOONG we are going to have to wait for you guys to take our money. so we can enjoy the pure plessure of your game.
Hi Germain! I’m taking a uni course on AI right now, and I’m finding myself pretty confused about the system involved in your cellular path finder.
Presumably you’re using A* path finding for your dudes at the moment? You’re trying to reduce the grid size so A* is considering fewer options with each pass?
Ok, so the cellular system is a good solution for reducing the grid size, but how do you identify obstacles that prevent access from one cell to another and force a path through a third cell before you do the tile based path search? If cell path -> A* fails it’s first pass do you rerun A* in the global universe to ensure success? This seems like it would significantly slow down any pathing run that will ultimately result in a reported failure in that case. Do you flag off cells that have no cellular path to one and other (islands)? How do you keep that system up to date so it fixes when players build bridges, portals, whatever? What about paths being broken not because they are trying to find a path between different islands, but because players have built a wall across an island? Walls can destroy the pathing, but there can also be a door in the wall the system needs to be able to find…
I’d love to read up more about your system if you’ve got a source or what not for where you came up with the idea (if it wasn’t original). There’s some really interesting problems that seems like would need to be solved!
To answer your question properly, I would need an entire blog post. Maybe I should make one on that subject…
Anyway, the general idea is that the path cells are dynamic. When the world changes, the cells readapt. In the course of a normal game, many path cells are born and killed and each time a cell changes its stat, its’ connections with neighbour cells are redefined. We implemented that system when we realized it costs less CPU to make frequent but small tests (one or two hundred when a voxel changes) then paying for a full island scan when A* doesn’t find its’ way (more than 40 thousands).
Frankly, with questions this technical I’m pretty pleased you even bothered to respond at all :)
Personally I’d love some more detailed technical blog posts! But it’s up to you whether you feel there’s enough of a reader market to warrant it. Thanks for your time! If you’re interested in posting about details on that kind of stuff I’ll definitely be reading it for one!
I think the correct name for Path Liberties would be Graph Connectivity.
I’m definitely looking forward to this game.
Thanks for including the playlists! I got the last week’s one seriously stuck in my head.
Looking forward to the addiction…
Graham
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This looks great. The soundtrack of the week make these posts awesome. A great extra little touch.
For those of you who played Halo Reach, they used a system called impostoring, which just made objects uglier the father away they were. This made maps like Forge World possible, which is exactly what you guys are doing. Keep it up!
I must say, this seems like a very sexy update. LOD3 is my favorite. Reminds me of an old RTS game I used to play, but can’t recall the name of. *Sigh* Memories.
Warcraft?
I think they should put a quality option, where min quality would have LOD3 or 4 even on the closest trees.
Good to hear everything’s running smoothly. I love the dev diary, both because, well, it’s as close as we can get to the game for now, and because you bother explaining to us non-game-dev peasants what exactly it is that you got done in the week.
And the music selection is awesome. I applaud your good taste.
Plz make another post or make an InfDev (Infenit Devolpment), Alpha, Beta or an Demo!!!!! or another youtube video of it!!!! PLZ!!!!!
Yeah the gameovergaming guy is right you guys have to make an new video of the game or make an demo with limited playtime or something!?
I have to admit, the thing with the trees, pure genius. I never knew that game designers put that much work into making path finders, path liberties, and non-CPU intensive graphics. Anyways, your right, LOD:3 tree does look absolutely hideous. I really look forward to buying your game, it reminds me of minecraft, but I don’t have to do all the work of placing blocks. I can’t wait.
Random Quote:
“If you think you can do a thing or think you can’t do a thing, your’re right.”
-Henry Ford
I think this game is going to be awesome.
bye,
Victor
The pathfinding solution is very bright, probably would have never thought of that by myself! Also, happy you think about poor CPU’s, because mine is pretty weak. I will try getting an update before the first testings!
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I love these developer diaries.. and your explanations as well! Looking forward to the next diary almost as much as the game at this point! :)
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