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Channel: Star and Serpent blog - Developing Rituals of the old
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Progress on horse model

The horse model has been progressing nicely. Textures missing.

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Grass test

Grass test. Here we have a grass field composed of grass models with 5 planes (10 tris) and grass models with 6 planes (12 tris).  

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A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering

Trying out the voxel renderer on the new NVIDIA 2018 paper “A Ray-Box Intersection Algorithm and Efficient Dynamic Voxel Rendering” (http://www.jcgt.org/published/0007/03/04/5). We don’t have yet...

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Game development wrecks lives & player character progress

When we first started building our player character I couldn't have anticipated all the troubles - and numerous interations - we'd have to wade through. It's been a rocky and educational ordeal, which...

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Character model updates

We've been working hard on updating the head of the character model to make it better suited for simple modular customization and facial morph target animations. We hit some model import bugs, again,...

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Models, animations, and code

Winter holidays are over and we're back at it. Coding has slowed down Our lead coder, Bensku, has started his military service and we're currently down to one active coder. We're trying to recruit new...

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Terra is now open source

Terra, our voxel engine, is now open sourced under MIT license and published and you can find it here: https://github.com/starandserpent/Terra Note that it's still heavily under development and...

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Weltschmerz

Hello, I'm Pawlost! I'm a new programmer in the Star and Serpent dev team, and I'll tell you a little bit about my work. I've been working on Weltschmerz, our world generator, which generates terrain...

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World generation update

Time for another blog post. It has been almost a month since I last made an update, but we have made great progress in world generation. What's new Initial greedy meshing support (done) Fixed Terra...

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The world gets it's shape

We apologize to all our fanatics that this blog post took us so long. The reason for that is that we've been mostly working on internal engine stuff and putting things together. Necessary work, but...

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We are switching to Godot and C#

We are switching from JavaMonkeyEngine and Java to Godot game engine and C#. I won't get into all the details, but Godot is something we've been keeping an eye on for well over a year. When we first...

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Voxel-demo Csharp version is now open sourced and released

We finally pushed out the Godot Csharp version of our Voxel-demo and related technologies as open source under the permissive MIT-license. You can find them on our...

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