Enki

Conditional migrations in …

I’m running SequelizeJS as my ORM for Enki. Recently I wanted to add a location field to tasks so users could “geolocate” the work items they were adding in world space. Click on a task and Sextant will zoom you to that point on the map where the work needs to be done. All you need …

Working with Asynchronous …

We’re building a fairly large framework of components for our new game Bedlam. As part of these web services contracts we need to be able to very rapidly fire off commands to the server to persist data, fetch status updates for user collision detection and a bunch of other stuff. We are using …

[gallery] Bedlam Update 20140311a More landscape exploration. It’s amazing how quickly I can put to use all the preamble work I did over the summer with perlin generation. I played around with box noise (diamond maps) but honestly the results just weren’t that spectacularly different …

[gallery] Bedlam Update 2014030902 I’ve reduced the workflow in Enki to taking raw images as input for the various height-maps and other informative structures required for initializing a world build. This made a lot more sense than trying to constantly generate procedural content at the …

Bedlam Update 20140309

You can now paint textures and have them persisted in the database! A button on the main gui “Test Function” allows you to push your texture changes for the currently visible chunk up to the server. This sort of manual thing is not at all what I’m hoping to implement but there are …

[gallery] Bedlam now supports auto-tiling texture projection painting! Load up a chunk of the world data and switch to the paint tool; click away! It just figures out what shapes need to go where so it feels very natural when you’re plopping down clumps of grass and hunks of rock. Very cool …

[gallery] In a surprising turn of events we decided to start streaming data from the Enki server into our chunk renderer. The result is above which, I realize looks an awful lot like the earlier mesh data, but I can assure you it’s not. Pretty soon we’re going to be working on data …

[gallery] Works on PC. Can you tell?

[gallery] Geoff made a really good point. Requiring the user to keep clicking to cycle through tile art is dumb. I knew I could do better so I sat down this morning and crafted the new “Chooser” palette. Once you’ve assigned a tile set to a layer, whenever you have the paint tool …

[gallery] As a kind of testament to the amount of code we just wrote; this most recent screenshot demonstrates our editors new ability to modify the tile maps we’re creating. Right now we’re brute forcing the placement of tiles but in the future we plan on having some moderate heuristics …

[gallery] Updates for the game building tools (for Bedlam) Layer Selection Interface Ability to hide layers Example Chunk browser UI Ability to automatically track whatever layer you are on and only show you data relevant to that layer. Added ability to reorganize layers. Added ability to remove …

[gallery] Added tools to control visibility of the texture builder. Also mapping to the terrains we’re generating.

[gallery] Work on Bedlam continues. While this example doesn’t look like much it is the result of about 20 hours of planning and design. You’ll see more of this type of thing in the next few days.

[gallery] I realize I might be stealing a little of Rob’s thunder on this but we worked our asses off last night and got the new meshing class finished that produces valid quad meshes using a pyramid triangulation pattern. This gives us really smooth output from distances but maintains the …