So here we are, six entries into this series and we haven’t really done much in the way of making software. I actually find this kind of liberating. In Project Frontier I felt driven to get my core features in there. I like that this project is more an excuse for endless digressions. It’s a lot easier to navigate when you don’t care where you’re going.
Still, I guess we’d better get started with the actual thing and stop whinging on about technology and development platforms. First, let’s look at texture mapping…
(We don’t have a lighting system yet, so I’m just painting the sides of cubes darker than the top. That’s close enough for now.)
I’ve slapped the default stone texture from Minecraft onto this landscape so I can illustrate the thing I want to work on. As in Minecraft, flat stone can look kind of dull if you see too much of it at once, and I’ve deliberately designed this scene to show us way, way too much of it.
This texture is kind of bland. I mean, it’s a scattering of grey values that barely deviate from each other. Of course, this is by design. Notch knew what he was doing when he made his textures. Some well-meaning modders come along and try to make the textures more “interesting”, and you wind up with:
Continue reading 〉〉 “Project Octant Part 6:Tiling”
Shamus Young is a programmer, an author, and nearly a composer. He works on this site full time. If you'd like to support him, you can do so via Patreon or PayPal.