Now that we are able to lay out our nodes, we should give it a city-like feel by adding the correct graphics to it. For this, we are going to be using bit masking. Bit masking is greatly explained here: http://www.angryfishstudios.com/2011/04/adventures-in-bitmasking/. It is basically…
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A procedurally generated city (2d)-Part 3 : Creating the game map
The plan Now that we are able to get a squarish city-like thing, we need to differentiate on what every square means for the game. We need to define all the types of tiles that we are going to be using. We will be using the following: roads blocks 2…
Read more →A procedurally generated city (2d)-Part 2 : The city generator
In the previous post we got our L-System nodes ready and we went through a quick 3 step iteration to generate a small city. This was just theory though, so let's create some code which actually generates this city. For this, I have the CityGenerator class, which needs to have…
Read more →A procedurally generated city (2d)-Part 1 : The nodes
I haven't really seen many examples on how to create a 2d procedurally generated city, most of the tutorials out there for procedural maps are focused to dungeons / caves. I wanted to create a 2d top down city (not like...full of detail, but something that could pass for a…
Read more →Libgdx, Artemis-ODB and Lua
I have been playing around with an idea of a card-based rpg battle game. With the objective to be able to quickly modify the behavior of a unit during combat without having to create a new class I decided to script the effects using Lua (this should even allow to…
Read more →Libgdx - Scene2dui and entity component systems
I am a big fan of computer graphics programming (or any kind of visuals really), including videogames. In 2010, I came across a post by Mario Zechner(@badlogicgames), creator of the libgdx library/framework. I am unable to find it, but i do remember it being an opengles tutorial for…
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