Devlog - December 4th 2022
New road mesh generator & new computer
This week unfortunately was another not so productive week as I had to take care of a few more personal things. On top of that my computer had serious issues with booting. It’s an old rig from 2014 where I only since replaced the graphics card because my old one died a few years ago. With the system being this old I decided it’s finally time to upgrade and get a new one instead of trying to spend time fixing issues on a rig close to a decade old. For that I had to check out what’s available and what I would want/need. Similarly to when I purchased the last computer I decided to invest into higher specs and the ability to upgrade to a newer graphics card in a few years time by getting a strong power supply unit and large enough tower that graphics card size and power demand won’t be an issue when the time to upgrade comes. The computer is currently being built and hopefully going to be shipped sometime next week. With personal stuff and the new computer this week didn’t leave much time for actual development … again 🙁In the short time available I did create a very simple town road network implementation and started working on the implementation of the new road mesh generation asset I talked about in the previous devlog. The roads are already being synced properly. The intersections in that asset are what is currently giving me some trouble to get working. I do have an idea on how to get it working properly but haven’t had the time to actually code it. Once I get them to work I will be able to leverage some really cool algorithms that should easily make up for the time spent on getting the intersections working. This is for example the automatic generation of bridge meshes when the roads are above a river or the automatic placement of guard rails at sharp corners. Not having to write algorithms for that myself will be a huge time saver and will allow me to quickly improve the general quality of the road network in the world and its authenticity. Next week should (hopefully 🤞) be a regular development week again. I expect to be able to fix the intersection issue and get some visuals ready for the guard rails and other props that I can share.
Notable tasks this week:
- Created basic town road network generation algorithm
- Started new road mesh generation asset implementation
- Ordered new computer
- Posted steam progress report for November
Wishlist on Steam
Join the Discord
That’s all I got this week. I hope you are all doing well.
Stay safe out there and I’ll see you next week.
Get Ozone Wipeout
Ozone Wipeout
Procedural open world, post apocalyptic, zombie survival game
Status | In development |
Author | OzoneWipeout |
Genre | Survival |
Tags | 3D, First-Person, Moddable, Open World, Photorealistic, Post-apocalyptic, Procedural Generation, Singleplayer, Zombies |
Languages | German, English |
Accessibility | Configurable controls |
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