We’re starting late this month.
I’ve had plenty of progress with a bunch of things but mostly that is covered by the live streams and I haven’t made too many “official” videos on youtube in while.
However, today I took a side track to work on tree extraction. “What the hell is tree extraction?!?!”
Well, in the final version of the game I want players to be able to chop trees down and so on. To do that, I have to be able to extract a “tree” from its in-world blocks and turn it into an object.
The MOSS mworld stuff has tree layers 1024x1024 that have a tile’s worth of trees… position, size, type. This is used for the far terrain stuff and for inserting the block trees into the world when generating chunks.
Today I wrote the prototype code for going in the other direction. Click on a trunk, the code finds the tree instance (position, size, type) and uses that to reverse engineer the blocks that are most likely to be part of that tree.
Rather than mess up my test world while I test, I chose to convert the extracted trees to in-game blueprints instead (and leave the blocks there for now.) The side effect is that I end up with toy trees to play with.
Here is an image with four different toy trees (chairs for scale) along with some full size block trees off on the right and in the background:
Here is a version that shows the toy version vs the real version:
I extracted that tree on the right and then placed it in the world as a blueprint object.
Here are two of the trees in the blueprint editor:
Happy to have one of the big to-do items knocked off… and from here I can play with how the trees behave once handled by the physics engine.