I found a great tutorial for setting up blender to render gemstones. The image below took about 1.5hrs to render but I’m pretty happy with the result. I wanted to make my own gem icon so this came in very handy. It may be useful for some other game project related art as well.
If you’d like to try this yourself check out the tutorial by Addicted to CG here.
I’ve added a lighting effect for lava.(vertex lit) It still needs some refining but i should be able to use this method for other lighting effects as well.
Thanks to the people that have expressed some interest in this project. I would like to clarify a few things for any future visitors.
This engine is not for sale. I am trying to create an engine to build my own game the way i want it. Most engines i have bought have had things missing or I’ve not understood the authors methodology so well to be able to modify it to my liking. This is not a fault of the various authors.
I’m happy to share some bits of advice and code. But i won’t hand over the entire project. There are a few great partially completed projects i did use to get my toes wet so please look for those on the unity forums, especially mine package This project got me started. If you want to understand blocky voxel engines, rip that project apart and see what’s going on. Then write your own from scratch, over and over again.
If you’re interested in joining this project as an artist, coder or musician. Send an email or leave a comment.
Added procedural decorative mesh (grass, flowers, etc) Inventory & items classes, Health, Stamina & other attributes, Simple Mob AI, Some sound effects.
Started on a smaller project which should allow more time spent on game elements than the engine itself. 🙂
The lighting is still a work in progress but the ambient occlusion code is written. I think it’s mostly now a matter of getting the logic right on the light calculations made using that data and clamping results within some range.
Built with Unity3D on MinePackage framework. The engine stores blocks, UV’s and chunks lists and generates chunks as mesh object in unity. This reduces the amount of vertices drawn and allows for excellent FPS. It does make some things a bit more complicated and i will need to study c# a lot more before i can do what i want to do with this engine. So far i have managed to create a custom terrain class as well as a function to generate random-esque trees. I’ve also added a debug line which determines the block type you are digging. This will allow me to instantiate a ‘pickup’ block of the same type.
Update: Added basic function to place blocks with right mouse button. (Currently Stone Brick). It would be nice to have a preview of where the block will be placed. It seems to work reasonable well though.
All textures created by me from scratch. I’m happy with the results so far! I was inspired by my favorite MC texture pack John Smith. I may have to make my own pack for MC now too.