Triangle Boolean Subtraction

In game development, navigation meshes are useful for defining walkable areas where AI characters can move. These meshes are made up of interconnected polygons that represent navigable surfaces, allowing for efficient pathfinding. My game uses navigation meshes for AI and player movement control. The need to handle dynamic obstacles was the main reason I developed this algorithm. The algorithm subtracts two triangles by removing the overlapping part from one of the triangles. ...

August 18, 2024 · 7 min · 1440 words · pvlso

Expanding the World Map Editor Mode

Over the past week, I’ve been focusing on enhancing the editor, particularly in creating and managing world maps. Let’s look at new features that have been added. Creating and Loading World Maps One of the advancements is the ability to create and load world maps directly within the editor. Now, you can easily start a new map or load an existing one, making the process of building your game world more efficient. Once you’ve selected the map you’ll be working on, you can choose tilesets loaded with the asset file, giving you full control over the terrain and environment. ...

August 4, 2024 · 5 min · 871 words · pvlso

Introducing Spellweaver Saga World Map (SSWM)

As I delve deeper into refining the game’s mechanics and world-building tools, I’ve decided to rebuild the editor’s ’terrain’ mode and introduce a fresh file format called Spellweaver Saga World Map (SSWM). The Evolution of Terrain Mode In the previous iteration of the editor, the terrain mode was relatively straightforward. It was essentially a grid where I could place different tiles to create a tile map. While this was functional, it lacked the flexibility needed for the interactions I envisioned in the game. ...

July 29, 2024 · 2 min · 296 words · pvlso