Tag Archives: joust

Optimization Get!

Much to report! The last few days have been fruitful – now we have a minimap, stars, a better sky gradient, textured ground, and some optimization.
Minimap:
The minimap is a simple but effective — it is actually a scaled down version of the map picture from the previous post, with a little box that shows the [...]

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Procedural World – Loading and Rendering

The joust game (still no name yet – working on that!) has come a long way in the last two days. I used the tool in my previous post to select 2 world layouts I wanted, then joined them together to form one solid map of the world ground level. I then rigged the program [...]

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Joust – It Begins

As I mentioned in my last post, which was incidentally also my first post, we are just starting up a big project based on the old school arcade game joust. We are taking the rider-on-flying-mount and the insta-kill dynamics and expanding upon them to create a large, multiplayer, persistent world. It is a big project [...]

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