I made new implementation for ambient lighting, based on vertex colors. Visually there is no difference, but should be faster.
0.31 release for Iron Cube for Windows and Android, tank multiplayer combat in a voxel world.
New features and fixes:
* 3 different levels
* 2 tanks with different characteristics
* map is displayed
* robust online gameplay for 2 players ( currently )
* tank on client is simulated locally, so no lags on a client
* game till 5 frags, enemies will respawn on the opposite side of the map
* new start UI
* startup made much faster
* damage indicator
* 3d sound
* bots are currently disabled, but will be restored soon.
New official trailer!
I am running automated tests with Iron Cube – every second some action randomly chosen – move forward/backward, rotate left/right or shoot. This screenshot was made after hour of tests. Surface is heavily damaged. And surprisingly, no crashes or problems! It’s ready to upload new version to Google Play Store.
I am debugging some network issues of Iron Cube, Android version. Saving of network data on client , arrived from server, became very useful for debugging bugs. You can record gameplay on Android device and playback it on Windows machine in Editor and it helps a lot to fix defects.
There is one bug on Android version, when bullet is not disappearing from the scene. Hope to fix it soon.
I am reading books and articles about mobile/indie game marketing, it’s quite interesting. One of most important things for game marketing is good trailer, so I decided to add movie recording/playback to Iron Cube and Glow engine.
The task looked complicated but actually has simple solution – to record game you need just save all incoming data from server on a client. Later, in the editor, you can just load this file and emulate network communication from the server to restore original game. And it’s automatically became compressed, because I am using snapshot-based system for networking in Glow engine and only changed data is sent between server and client. For example movie below is less than 1 MB.
And this way allows many interesting options – for example you can reduce speed of playback to have “Matrix”-like slow motion!
There is no interpolation between frames, so it may look slightly laggy.
I participated in Intel Perceptual Computing Challenge, stage 2
I improved my first prototype, which won First Prize of 1st stage. Intel SDK was improved since June, became more robust. Last time I received camera just before one day before deadline, so didn’t have enough time to properly implement gesture support.
In current demo, I added several new gestures – size of brush can be changed by “zoom” gesture (moving open hands), undo of previous operation is implemented by “circle” gesture, provided by SDK, start of “potter” mode by swipe gesture (up, down, left, right). Also API was changed from DirectX to OpenGL, lighting became more simpler (forward) to optimize rendering. Save/Load of model was added. There are many improvements with robustness and smoothness of brush movement there.
It’s became some kind of Paint editor for voxel models.
Iron Cube, tank multiplayer combat in voxel world, is ported to Android and available on Google Play store for free!
The app is available all Android 4.0+ (from Ice Cream Sandwich) devices and tested on Samsung Galaxy 3, Galaxy 4, Galaxy Note 2.
Currently there are 3 levels and 2 tanks with different characteristics, M1 tank is more heavy and powerful, but slower than Merk tank. 2 players can play on local Wi-Fi network or using phones, connected by Wi-Fi Direct.
Also it’s possible to compete with AI-controlled bot.To win you should destroy enemy tank 5 times.
(btw, bot is very smart and it kills me very often). Enemy is usually appear on opposite side of the map. After destroying enemy tank it will be respawn.
Environment is fully destructible, water is dynamic.
I spent several weeks on preparing Iron Cube release 0.15. Added a lot of new functionality, AI bots, dynamic navigation meshes, new voxel based lighting, new OpenGL based rendering and water.
AI Bots added to gameplay and they pretty smart! (not actually, same team member still can shoot each other, then one of them is on the line of fire, but it will be fixed soon). They can follow leader (player), find optimal way to enemy and give way to player. I am actually thinking how to make them slightly dumber.
And demonstration, how dynamic navigation meshes work
New voxel-based lighting system is developed, lighting from sun is ambient and allows smooth shadows (relatively smooth, because of overall pixelated style). Lighting made using modified flood-fill of skylight from top of the world.
Also I switched render from DirectX+Deferred Shading to OpenGL+simple voxel based lighting, to be compatible with future mobile ports. It’s faster and allows to play game on old hardware.
A lot of work made in editor, it’s now fully functional, allows to render random polygonal models into voxel world, edit mesh, setup lighting and AI.
One step closer to final release!
I implemented new CPU based lighting, which will helps with rendering on mobile devices. Lighting divided into sky and local lighting. Sky emits lights from top to bottom of voxel world, it creates shadows and darken caves. Local lights currently without shadows but uses normals of objects. Lights are calculated in editor and saved to file to help with load time on mobile devices.
I am First Prize winner of Intel Perceptual Computing Challenge with Mercury prototype.