I’m still working on fixing lighting for all of the subvoxel types. There’s 383 different types supported, and although we’ve got good code for reducing the amount of duplicate coding needs to support all of the combinations it’s still a lot of work. There’s still five more “categories” to go, which I think will take me a couple days.
Once the lighting is fixed, I’m going to upgrade the placement and mining tools to support these varied shapes. This should dramatically improve the appearance of buildings and landscape both, although modifying the terrain generators is gonna be a long task. It’s kinda annoying right now because I’d love to play around with these shapes, building towers and buildings both to see what neat things I can put together. That’ll have to wait a few days, however.
Writing the lighting & geometry generation code is very intensive. The math isn’t bad, but it’s very … 3D. Mental. Mind-warping. And of course when it doesn’t work it makes me feel insane! Yet the longer I work on it, the more it makes sense. My brain is learning to handle it better.
In other news, we’ve picked up another programmer, part-time, who will initially be working on the user interface. He’s a Unity guru and a great programmer, so I’m looking forward to showing you guys the great stuff he’s putting together. We’re still looking for an artist, too, although we’re also trending towards a more stylized, blocky texture look that we think fits the voxel-sandbox nature of the game.