Sea-of-Memes.com is an MMO under development. This site contains a project blog,
source code, videos and demos for the main project and several spinoffs.
|
The First Step Is Admitting You Have A Problem
Hey! Why don't I write a video game?!
Part 47: Intellectual Property
Competing with free.
Part 46: Back To Work
A new year, a new To Do list.
Happy Winter Solstice
I suppose the Earth just wouldn't be the same without that tilt.
Part 45: Genetic Algorithms
A useful technique I'd like to find a use for.
Part 44: The One That Got Away
An interesting graphics technique that doesn't quite work.
Part 43: A Simple Plan
Am I ever going to release a real game?
Part 42: Planets are Complicated
How complicated can my worlds get before I run out of texture memory?
Part 41: Construction Debris
And the patio (this pile of flagstone) will surround
the swimming pool (this big hole.)
Part 40: Game Design
A possible game design, if I ever get this world built!
Part 39: An MMO
A year has gone by on this project, and there's no MMO.
So I wrote one.
Part 38: Building a Solar System
Putting together some parts of the SeaOfMemes world.
Part 37: Fog
Fog hides the edges of the world, but I'm still not
sure I like it.
Part 36: More Lighting
I think I've done all I can with Minecraft lighting.
Part 35: Minecraft Lighting
Reverse engineering Minecraft lighting.
Part 34: Beyond Cubes
Adding some brick types other than cubes to the demo.
Part 33: Taking Contributions
Can I work with other people?
Part 32: Mining Minecraft
How can I ignore such a great source of buildings?
Part 31: Decals
To add and delete blocks,
you need to see the selected block.
Which isn't as simple as it sounds.
Part 30: Cubes and Polygons
An experiment in adding a polygonal landscape to the cube world.
Part 29: About the Demos
I need some feedback.
Part 28: Far Horizons
Let's just add a little infinity to the demo.
Part 27: Framework
Slow progress is better than no progress, I guess.
Part 26: Trees
Playing with the "space colonization" algorithm
for generating tree branches.
Part 25: Spin-offs
Can this old code be saved?
Part 24: One With Everything
Can you put too many landscapes into a game?
Part 23: Realism and Variety
Decisions, decisions.
Part 22: Something Like This
I build a mockup of my world. (Worlds?)
Part 21: Light and Shadow
Some preliminary experiments on lighting.
Part 20: Still More Transparency
Let's try that transparency code again...
Part 19: Transparency Again
A demo that renders the large landscape
at speed. Now with transparency
in the distance!
Part 18: Procedural Landscapes
Generating millions of asteroids
with a tiny bit of code.
Part 17: Less Fun with Shaders
More challenges. I just want to put
a few million triangles on the screen...
Part 16: Fun with Shaders
Can I really render a 1024 by 1024 by 128
block of cubes at interactive speeds?
Part 15: Huge Tracts of Land
Rendering a larger world. Debugging multithreaded code is
a pain in the neck, by the way...
Part 14: Portability
At last, it works on Windows 7, Windows XP, Linux and Mac! Whee!
Now I hate all operating systems equally.
Part 13: The Cake is a Lie!
Hurt me again, software industry! I love it....
Part 12: Adventures in OpenGL
Why do they call these "standards", when they aren't?
Part 11: The Need for Speed
I suppose my demo really should run faster than 10fps. Sigh.
Part 10: Attempts at Art
It's colorful, but is it art? I attempt a nice looking solar system.
Part 9: A Larger World
What is the world made of, and how do we implement a (semi) infinite world?
Part 8: World Building
Arthur Dent: Are you telling me you originally made the Earth?
Slartibartfast: Oh, yes. Did you ever go to a place - I think it was called Norway?
Arthur Dent: No. No, I didn't.
Slartibartfast: Pity. That was one of mine. Won an award, you know. Lovely crinkly edges.
Part 7: Video Production
"Let's make a movie!" he said, like it was easy.
Part 6: The Shape of the World
"And that, my liege, is how we know the earth to be banana-shaped."
"This new learning amazes me, Sir Bedevere. Explain again how sheep's
bladders may be employed to prevent earthquakes."
Part 5: Plans and Directions
What to do, what to do? So much code and so little time.
Part 4: Transparency
It's all perfectly clear to me now. Well, not clear, since that wouldn't
be drawn at all. It's perfectly translucent!
Part 3: Good Old 2D Graphics
You thought you were done with boring old 2D forever, but we still need it.
How else would we overlay the 3D world with lots of status bars and other
junk?
Part 2: Going Places
We add a camera and motion, so you can run, and jump and fly... Whee!
Includes a discussion of collision detection, the bane of my life for
the last week.
Part 1: It's a Small World
Introduction, and we build a small world which doesn't look anything
like Minecraft except for all the cubes.
|
|